/* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ /* Submarine simulator class */ #include "SIM_Submarine.h" #include #include "Frame_Vectored.h" #include using namespace SITL; static Thruster vectored_thrusters[] = { Thruster(0, MOT_1_ROLL_FACTOR, MOT_1_PITCH_FACTOR, MOT_1_YAW_FACTOR, MOT_1_THROTTLE_FACTOR, MOT_1_FORWARD_FACTOR, MOT_1_STRAFE_FACTOR), Thruster(1, MOT_2_ROLL_FACTOR, MOT_2_PITCH_FACTOR, MOT_2_YAW_FACTOR, MOT_2_THROTTLE_FACTOR, MOT_2_FORWARD_FACTOR, MOT_2_STRAFE_FACTOR), Thruster(2, MOT_3_ROLL_FACTOR, MOT_3_PITCH_FACTOR, MOT_3_YAW_FACTOR, MOT_3_THROTTLE_FACTOR, MOT_3_FORWARD_FACTOR, MOT_3_STRAFE_FACTOR), Thruster(3, MOT_4_ROLL_FACTOR, MOT_4_PITCH_FACTOR, MOT_4_YAW_FACTOR, MOT_4_THROTTLE_FACTOR, MOT_4_FORWARD_FACTOR, MOT_4_STRAFE_FACTOR), Thruster(4, MOT_5_ROLL_FACTOR, MOT_5_PITCH_FACTOR, MOT_5_YAW_FACTOR, MOT_5_THROTTLE_FACTOR, MOT_5_FORWARD_FACTOR, MOT_5_STRAFE_FACTOR), Thruster(5, MOT_6_ROLL_FACTOR, MOT_6_PITCH_FACTOR, MOT_6_YAW_FACTOR, MOT_6_THROTTLE_FACTOR, MOT_6_FORWARD_FACTOR, MOT_6_STRAFE_FACTOR) }; Submarine::Submarine(const char *frame_str) : Aircraft(frame_str), frame(NULL) { frame_height = 0.0; ground_behavior = GROUND_BEHAVIOR_NONE; } // calculate rotational and linear accelerations void Submarine::calculate_forces(const struct sitl_input &input, Vector3f &rot_accel, Vector3f &body_accel) { rot_accel = Vector3f(0,0,0); // slight positive buoyancy body_accel = Vector3f(0, 0, -calculate_buoyancy_acceleration()); for (int i = 0; i < 6; i++) { Thruster t = vectored_thrusters[i]; int16_t pwm = input.servos[t.servo]; float output = 0; if (pwm < 2000 && pwm > 1000) { output = (pwm - 1500) / 400.0; // range -1~1 } // 2.5 scalar for approximate real-life performance of T200 thruster body_accel += t.linear * output * 2.5; rot_accel += t.rotational * output; } // Limit movement at the sea floor if (position.z > 100 && body_accel.z > -GRAVITY_MSS) { body_accel.z = -GRAVITY_MSS; } // Calculate linear drag forces Vector3f linear_drag_forces; calculate_drag_force(velocity_air_bf, frame_property.linear_drag_coefficient, linear_drag_forces); // Add forces in body frame accel body_accel -= linear_drag_forces / frame_property.weight; // Calculate angular drag forces Vector3f angular_drag_forces; calculate_drag_force(gyro, frame_property.angular_drag_coefficient, angular_drag_forces); // Add forces in body frame accel rot_accel -= angular_drag_forces / frame_property.weight; } /** * @brief Calculate drag force against body * * @param velocity Body frame velocity of fluid * @param drag_coefficient Drag coefficient of body * @param force Output forces * $ F_D = rho * v^2 * A * C_D / 2 $ * rho = water density (kg/m^3), V = velocity (m/s), A = area (m^2), C_D = drag_coefficient */ void Submarine::calculate_drag_force(const Vector3f &velocity, const Vector3f &drag_coefficient, Vector3f &force) { /** * @brief It's necessary to keep the velocity orientation from the body frame. * To do so, a mathematical artifice is used to do velocity square but without loosing the direction. * $(|V|/V)*V^2$ = $|V|*V$ */ const Vector3f velocity_2( fabsf(velocity.x) * velocity.x, fabsf(velocity.y) * velocity.y, fabsf(velocity.z) * velocity.z ); force = (velocity_2 * water_density) * frame_property.equivalent_sphere_area / 2.0f; force *= drag_coefficient; } /** * @brief Calculate buoyancy force of the frame * * @return float */ float Submarine::calculate_buoyancy_acceleration() { float below_water_level = position.z - frame_property.height/2; // Completely above water level if (below_water_level < 0) { return 0.0f; } // Completely below water level if (below_water_level > frame_property.height/2) { return frame_property.buoyancy_acceleration; } // bouyant force is proportional to fraction of height in water return frame_property.buoyancy_acceleration * below_water_level/frame_property.height; }; /* update the Submarine simulation by one time step */ void Submarine::update(const struct sitl_input &input) { // get wind vector setup update_wind(input); Vector3f rot_accel; calculate_forces(input, rot_accel, accel_body); update_dynamics(rot_accel); // update lat/lon/altitude update_position(); time_advance(); // update magnetic field update_mag_field_bf(); } /* return true if we are on the ground */ bool Submarine::on_ground() const { return false; }