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- /*
- 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 <stdio.h>
- using namespace SITL;
- static Thruster vectored_thrusters[] =
- { // Motor # Roll Factor Pitch Factor Yaw Factor Throttle Factor Forward Factor Lateral Factor
- Thruster(0, 0, 0, 1.0f, 0, -1.0f, 1.0f),
- Thruster(1, 0, 0, -1.0f, 0, -1.0f, -1.0f),
- Thruster(2, 0, 0, -1.0f, 0, 1.0f, 1.0f),
- Thruster(3, 0, 0, 1.0f, 0, 1.0f, -1.0f),
- Thruster(4, 1.0f, 0, 0, -1.0f, 0, 0),
- Thruster(5, -1.0f, 0, 0, -1.0f, 0, 0)
- };
- static Thruster vectored_6dof_thrusters[] =
- {
- // Motor # Roll Factor Pitch Factor Yaw Factor Throttle Factor Forward Factor Lateral Factor
- Thruster(0, 0, 0, 1.0f, 0, -1.0f, 1.0f),
- Thruster(1, 0, 0, -1.0f, 0, -1.0f, -1.0f),
- Thruster(2, 0, 0, -1.0f, 0, 1.0f, 1.0f),
- Thruster(3, 0, 0, 1.0f, 0, 1.0f, -1.0f),
- Thruster(4, 1.0f, -1.0f, 0, -1.0f, 0, 0),
- Thruster(5, -1.0f, -1.0f, 0, -1.0f, 0, 0),
- Thruster(6, 1.0f, 1.0f, 0, -1.0f, 0, 0),
- Thruster(7, -1.0f, 1.0f, 0, -1.0f, 0, 0)
- };
- Submarine::Submarine(const char *frame_str) :
- Aircraft(frame_str),
- frame(NULL)
- {
- frame_height = 0.0;
- ground_behavior = GROUND_BEHAVIOR_NONE;
- // default to vectored frame
- thrusters = vectored_thrusters;
- n_thrusters = 6;
- if (strstr(frame_str, "vectored_6dof")) {
- thrusters = vectored_6dof_thrusters;
- n_thrusters = 8;
- }
- }
- // 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 = dcm.transposed() * Vector3f(0, 0, -calculate_buoyancy_acceleration());
- for (int i = 0; i < n_thrusters; i++) {
- Thruster t = thrusters[i];
- int16_t pwm = input.servos[t.servo];
- float output = 0;
- // if valid pwm and not in the esc deadzone
- // TODO: extract deadzone from parameters/vehicle code
- if (pwm < 2000 && pwm > 1000 && (pwm < 1475 || pwm > 1525)) {
- output = (pwm - 1500) / 400.0; // range -1~1
- }
- // 2.5 scalar for approximate real-life performance of T200 thruster
- body_accel += t.linear * output * frame_property.thrust / frame_property.weight;
- rot_accel += t.rotational * output * frame_property.thrust * frame_property.thruster_mount_radius / frame_property.moment_of_inertia;
- }
- // 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
- // TODO: This results in the wrong units. Fix the math.
- Vector3f angular_drag_torque;
- calculate_angular_drag_torque(gyro, frame_property.angular_drag_coefficient, angular_drag_torque);
- // Calculate torque induced by buoyancy foams on the frame
- Vector3f buoyancy_torque;
- calculate_buoyancy_torque(buoyancy_torque);
- // Add forces in body frame accel
- rot_accel -= angular_drag_torque / frame_property.moment_of_inertia;
- rot_accel += buoyancy_torque / frame_property.moment_of_inertia;
- }
- /**
- * @brief Calculate the torque induced by buoyancy foam
- *
- * @param torque Output torques
- */
- void Submarine::calculate_buoyancy_torque(Vector3f &torque)
- {
- // Let's assume 2 Liters water displacement at the top, and ~ 2kg of weight at the bottom.
- const Vector3f force_up(0,0,-40); // 40 N upwards
- const Vector3f force_position = dcm.transposed() * Vector3f(0, 0, 0.15); // offset in meters
- torque = force_position % force_up;
- }
- /**
- * @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 angular drag torque using the equivalente sphere area and assuming a laminar external flow.
- *
- * $F_D = C_D*A*\rho*V^2/2$
- * where:
- * $F_D$ is the drag force
- * $C_D$ is the drag coefficient
- * $A$ is the surface area in contact with the fluid
- * $/rho$ is the fluid density (1000kg/m³ for water)
- * $V$ is the fluid velocity velocity relative to the surface
- *
- * @param angular_velocity Body frame velocity of fluid
- * @param drag_coefficient Rotational drag coefficient of body
- */
- void Submarine::calculate_angular_drag_torque(const Vector3f &angular_velocity, const Vector3f &drag_coefficient, Vector3f &torque)
- {
- /**
- * @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.
- * $(|V|/V)*V^2$ = $|V|*V$
- */
- Vector3f v_2(
- fabsf(angular_velocity.x) * angular_velocity.x,
- fabsf(angular_velocity.y) * angular_velocity.y,
- fabsf(angular_velocity.z) * angular_velocity.z
- );
- Vector3f f_d = v_2 *= drag_coefficient * frame_property.equivalent_sphere_area * 1000 / 2;
- torque = f_d * frame_property.equivalent_sphere_radius;
- }
- /**
- * @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;
- }
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