| 1 | // %flair:license{
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| 2 | // This file is part of the Flair framework distributed under the
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| 3 | // CECILL-C License, Version 1.0.
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| 4 | // %flair:license}
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| 5 | // created: 2021/12/22
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| 6 | // filename: Plane.cpp
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| 7 | //
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| 8 | // author: Armando Alatorre Sevilla, Guillaume Sanahuja
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| 9 | // Copyright Heudiasyc UMR UTC/CNRS 7253
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| 10 | //
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| 11 | // version: $Id: $
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| 12 | //
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| 13 | // purpose: classe definissant un avion
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| 14 | //
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| 15 | /*********************************************************************/
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| 16 |
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| 17 | #include "Plane.h"
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| 18 | #include <SimuBldc.h>
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| 19 | #include <TabWidget.h>
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| 20 | #include <Tab.h>
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| 21 | #include <DoubleSpinBox.h>
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| 22 | #include <SpinBox.h>
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| 23 | #include <GroupBox.h>
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| 24 | #include <math.h>
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| 25 | #ifdef GL
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| 26 | #include <ISceneManager.h>
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| 27 | #include <IMeshManipulator.h>
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| 28 | #include "Blade.h"
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| 29 | #include "MeshSceneNode.h"
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| 30 | #include "Gui.h"
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| 31 | #include <Mutex.h>
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| 32 | #endif
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| 33 |
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| 34 | #define K_MOT 0.4f // blade animation
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| 35 | #define G (float)9.81 // gravity ( N/(m/s²) )
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| 36 |
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| 37 | #ifdef GL
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| 38 | using namespace irr::video;
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| 39 | using namespace irr::scene;
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| 40 | using namespace irr::core;
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| 41 | #endif
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| 42 | using namespace flair::core;
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| 43 | using namespace flair::gui;
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| 44 | using namespace flair::actuator;
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| 45 |
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| 46 | namespace flair {
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| 47 | namespace simulator {
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| 48 |
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| 49 | Plane::Plane(std::string name, uint32_t modelId)
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| 50 | : Model(name,modelId) {
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| 51 | Tab *setup_tab = new Tab(GetTabWidget(), "model");
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| 52 | m = new DoubleSpinBox(setup_tab->NewRow(), "mass (kg):", 0, 20, 0.1);
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| 53 |
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| 54 | motorTimeout = new SpinBox(setup_tab->NewRow(), "motor timeout:","ms", 0, 1000, 100,100);
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| 55 |
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| 56 | motor = new SimuBldc(this, name, 1, modelId,0);
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| 57 |
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| 58 | SetIsReady(true);
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| 59 | }
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| 60 |
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| 61 | Plane::~Plane() {
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| 62 | // les objets irrlicht seront automatiquement detruits (moteurs, helices,
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| 63 | // pales) par parenté
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| 64 | }
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| 65 |
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| 66 | #ifdef GL
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| 67 |
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| 68 | void Plane::Draw(void) {
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| 69 | // create unite (1m=100cm) UAV; scale will be adapted according to arm_length
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| 70 | // parameter
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| 71 | // note that the frame used is irrlicht one:
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| 72 | // left handed, North East Up
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| 73 | const IGeometryCreator *geo;
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| 74 | geo = getGui()->getSceneManager()->getGeometryCreator();
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| 75 |
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| 76 | // cylinders are aligned with y axis
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| 77 | IMesh *motor_mesh = geo->createCylinderMesh(7.5, 5, 16);
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| 78 | ITexture *texture = getGui()->getTexture("metal047.jpg");
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| 79 | MeshSceneNode *f_motor = new MeshSceneNode(this, motor_mesh, vector3df(150, 0, 20),
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| 80 | vector3df(0, 0, -90), texture);
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| 81 | f_blade = new Blade(this, vector3df(155, 0,20), vector3df(90, 0, 90));
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| 82 |
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| 83 | IMesh *body_mesh = geo->createCylinderMesh(20, 150, 32,SColor(0, 255, 255, 255));
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| 84 | MeshSceneNode *body = new MeshSceneNode(this, body_mesh, vector3df(0, 0, 20),
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| 85 | vector3df(0, 0, -90));
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| 86 |
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| 87 | IMesh *wing= geo->createCubeMesh (vector3df(35, 100, 2));
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| 88 | IMesh *aileron= geo->createCubeMesh (vector3df(10, 90, 2));
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| 89 | //origine de l'aile en son centre
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| 90 | MeshSceneNode *l_wing = new MeshSceneNode(this, wing, vector3df(75, -20-50, 20),
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| 91 | vector3df(0, 0, 0));
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| 92 | MeshSceneNode *r_wing = new MeshSceneNode(this, wing, vector3df(75, 20+50, 20),
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| 93 | vector3df(0, 0, 0));
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| 94 |
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| 95 | l_aileron = new MeshSceneNode(this, aileron, vector3df(55, -20-50, 20),
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| 96 | vector3df(0, 0, 0));
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| 97 |
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| 98 | r_aileron = new MeshSceneNode(this, aileron, vector3df(55, 20+50, 20),
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| 99 | vector3df(0, 0, 0));
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| 100 |
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| 101 | motor_speed_mutex = new Mutex(this);
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| 102 | motor_speed = 0;
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| 103 | ExtraDraw();
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| 104 | }
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| 105 |
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| 106 | void Plane::AnimateModel(void) {
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| 107 | motor_speed_mutex->GetMutex();
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| 108 | motor_speed=10;
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| 109 | f_blade->SetRotationSpeed(K_MOT *vector3df( 0,motor_speed,0));
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| 110 |
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| 111 | motor_speed_mutex->ReleaseMutex();
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| 112 |
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| 113 | // adapt UAV size
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| 114 | /*
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| 115 | if (arm_length->ValueChanged() == true) {
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| 116 | setScale(arm_length->Value());
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| 117 | }*/
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| 118 | }
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| 119 |
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| 120 | size_t Plane::dbtSize(void) const {
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| 121 | return 6 * sizeof(float) + 1 * sizeof(float); // 6ddl+1moteur
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| 122 | }
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| 123 |
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| 124 | void Plane::WritedbtBuf(
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| 125 | char *dbtbuf) { /*
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| 126 | float *buf=(float*)dbtbuf;
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| 127 | vector3df vect=getPosition();
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| 128 | memcpy(buf,&vect.X,sizeof(float));
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| 129 | buf++;
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| 130 | memcpy(buf,&vect.Y,sizeof(float));
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| 131 | buf++;
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| 132 | memcpy(buf,&vect.Z,sizeof(float));
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| 133 | buf++;
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| 134 | vect=getRotation();
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| 135 | memcpy(buf,&vect.X,sizeof(float));
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| 136 | buf++;
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| 137 | memcpy(buf,&vect.Y,sizeof(float));
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| 138 | buf++;
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| 139 | memcpy(buf,&vect.Z,sizeof(float));
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| 140 | buf++;
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| 141 | memcpy(buf,&motors,sizeof(rtsimu_motors));*/
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| 142 | }
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| 143 |
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| 144 | void Plane::ReaddbtBuf(
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| 145 | char *dbtbuf) { /*
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| 146 | float *buf=(float*)dbtbuf;
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| 147 | vector3df vect;
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| 148 | memcpy(&vect.X,buf,sizeof(float));
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| 149 | buf++;
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| 150 | memcpy(&vect.Y,buf,sizeof(float));
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| 151 | buf++;
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| 152 | memcpy(&vect.Z,buf,sizeof(float));
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| 153 | buf++;
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| 154 | setPosition(vect);
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| 155 | memcpy(&vect.X,buf,sizeof(float));
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| 156 | buf++;
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| 157 | memcpy(&vect.Y,buf,sizeof(float));
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| 158 | buf++;
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| 159 | memcpy(&vect.Z,buf,sizeof(float));
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| 160 | buf++;
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| 161 | ((ISceneNode*)(this))->setRotation(vect);
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| 162 | memcpy(&motors,buf,sizeof(rtsimu_motors));
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| 163 | AnimateModele();*/
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| 164 | }
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| 165 | #endif // GL
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| 166 |
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| 167 | // states are computed on fixed frame NED
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| 168 | // x north
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| 169 | // y east
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| 170 | // z down
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| 171 | void Plane::CalcModel(void) {
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| 172 |
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| 173 | float u_roll, u_pitch, u_yaw, u_thrust;
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| 174 | Time motorTime;
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| 175 | #ifdef GL
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| 176 | motor_speed_mutex->GetMutex();
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| 177 | #endif // GL
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| 178 | motor->GetSpeeds(&motor_speed,&motorTime);
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| 179 | if((GetTime()-motorTime)/1000000>motorTimeout->Value()) {
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| 180 | if(motor_speed!=0) {
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| 181 | //Printf("timout\n");
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| 182 | motor_speed=0;
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| 183 | }
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| 184 | }
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| 185 | #ifdef GL
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| 186 | motor_speed_mutex->ReleaseMutex();
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| 187 | #endif // GL
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| 188 |
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| 189 |
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| 190 | /*
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| 191 | ** ===================================================================
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| 192 | ** u roll: roll torque
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| 193 | **
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| 194 | ** ===================================================================
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| 195 | */
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| 196 | /*
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| 197 | u_roll = arm_length->Value() * k_mot->Value() *
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| 198 | (fl_speed * fl_speed + rl_speed * rl_speed - fr_speed * fr_speed -
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| 199 | rr_speed * rr_speed) *
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| 200 | sqrtf(2) / 2;
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| 201 |
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| 202 | /// Classical Nonlinear model of a quadrotor ( This is the w_x angular speed
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| 203 | /// of the quadri in the body frame). It is a discrete integrator
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| 204 | state[0].W.x =
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| 205 | (dT() / j_roll->Value()) *
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| 206 | ((j_yaw->Value() - j_pitch->Value()) * state[-1].W.y * state[-1].W.z +
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| 207 | u_roll) +
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| 208 | state[-1].W.x;
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| 209 | */
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| 210 |
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| 211 | /*
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| 212 | ** ===================================================================
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| 213 | ** u pitch : pitch torque
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| 214 | **
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| 215 | ** ===================================================================
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| 216 | */
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| 217 | /*
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| 218 | u_pitch = arm_length->Value() * k_mot->Value() *
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| 219 | (fl_speed * fl_speed + fr_speed * fr_speed - rl_speed * rl_speed -
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| 220 | rr_speed * rr_speed) *
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| 221 | sqrtf(2) / 2;
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| 222 |
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| 223 | /// Classical Nonlinear model of a quadrotor ( This is the w_y angular speed
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| 224 | /// of the quadri in the body frame). It is a discrete integrator
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| 225 | state[0].W.y =
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| 226 | (dT() / j_pitch->Value()) *
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| 227 | ((j_roll->Value() - j_yaw->Value()) * state[-1].W.x * state[-1].W.z +
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| 228 | u_pitch) +
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| 229 | state[-1].W.y;
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| 230 | */
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| 231 |
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| 232 | /*
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| 233 | ** ===================================================================
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| 234 | ** u yaw : yaw torque
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| 235 | **
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| 236 | ** ===================================================================
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| 237 | */
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| 238 | /*
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| 239 | u_yaw = c_mot->Value() * (fl_speed * fl_speed + rr_speed * rr_speed -
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| 240 | fr_speed * fr_speed - rl_speed * rl_speed);
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| 241 |
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| 242 | /// Classical Nonlinear model of a quadrotor ( This is the w_z angular speed
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| 243 | /// of the quadri in the body frame). It is a discrete integrator
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| 244 | state[0].W.z = (dT() / j_yaw->Value()) * u_yaw + state[-1].W.z;
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| 245 | */
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| 246 |
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| 247 | // compute quaternion from W
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| 248 | // Quaternion derivative: dQ = 0.5*(Q*Qw)
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| 249 | Quaternion dQ = state[-1].Quat.GetDerivative(state[0].W);
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| 250 |
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| 251 | // Quaternion integration
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| 252 | state[0].Quat = state[-1].Quat + dQ * dT();
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| 253 | state[0].Quat.Normalize();
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| 254 |
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| 255 | // Calculation of the thrust from the reference speed of motors
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| 256 | /*
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| 257 | u_thrust = k_mot->Value() * (fl_speed * fl_speed + fr_speed * fr_speed +
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| 258 | rl_speed * rl_speed + rr_speed * rr_speed);
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| 259 | Vector3D<double> vect(0, 0, -u_thrust);
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| 260 | vect.Rotate(state[0].Quat);
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| 261 | */
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| 262 | /*
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| 263 | ** ===================================================================
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| 264 | ** x double integrator
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| 265 | **
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| 266 | ** ===================================================================
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| 267 | */
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| 268 | /*
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| 269 | state[0].Pos.x =
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| 270 | (dT() * dT() / m->Value()) *
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| 271 | (vect.x - f_air_lat->Value() * (state[-1].Pos.x - state[-2].Pos.x) / dT()) +
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| 272 | 2 * state[-1].Pos.x - state[-2].Pos.x;
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| 273 | state[0].Vel.x = (state[0].Pos.x - state[-1].Pos.x) / dT();
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| 274 | */
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| 275 | /*
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| 276 | ** ===================================================================
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| 277 | ** y double integrator
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| 278 | **
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| 279 | ** ===================================================================
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| 280 | */
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| 281 | /*
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| 282 | state[0].Pos.y =
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| 283 | (dT() * dT() / m->Value()) *
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| 284 | (vect.y -
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| 285 | f_air_lat->Value() * (state[-1].Pos.y - state[-2].Pos.y) / dT()) +
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| 286 | 2 * state[-1].Pos.y - state[-2].Pos.y;
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| 287 | state[0].Vel.y = (state[0].Pos.y - state[-1].Pos.y) / dT();
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| 288 | */
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| 289 | /*
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| 290 | ** ===================================================================
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| 291 | ** z double integrator
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| 292 | **
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| 293 | ** ===================================================================
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| 294 | */
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| 295 | /*
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| 296 | state[0].Pos.z =
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| 297 | (dT() * dT() / m->Value()) *
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| 298 | (vect.z +
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| 299 | f_air_vert->Value() * (state[-1].Pos.z - state[-2].Pos.z) / dT() +
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| 300 | m->Value() * G) +
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| 301 | 2 * state[-1].Pos.z - state[-2].Pos.z;
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| 302 | state[0].Vel.z = (state[0].Pos.z - state[-1].Pos.z) / dT();
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| 303 | */
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| 304 | #ifndef GL
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| 305 | if (state[0].Pos.z < 0)
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| 306 | state[0].Pos.z = 0;
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| 307 | #endif
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| 308 | }
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| 309 |
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| 310 | } // end namespace simulator
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| 311 | } // end namespace flair
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