ardupilot/libraries/SITL/SIM_Submarine.cpp

164 lines
5.2 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
/*
Submarine simulator class
*/
#include "SIM_Submarine.h"
#include <AP_Motors/AP_Motors.h>
#include "Frame_Vectored.h"
#include <stdio.h>
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;
}