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: 2012/08/21
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6 | // filename: X4.cpp
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7 | //
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8 | // author: Osamah Saif, 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 x4
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14 | //
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15 | /*********************************************************************/
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16 |
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17 | #include "X4.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 <GroupBox.h>
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23 | #include <math.h>
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24 | #ifdef GL
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25 | #include <ISceneManager.h>
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26 | #include "Blade.h"
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27 | #include "MeshSceneNode.h"
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28 | #include "Gui.h"
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29 | #include <Mutex.h>
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30 | #endif
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31 |
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32 | #define K_MOT 0.4f // blade animation
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33 | #define G (float)9.81 // gravity ( N/(m/s²) )
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34 |
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35 | #ifdef GL
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36 | using namespace irr::video;
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37 | using namespace irr::scene;
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38 | using namespace irr::core;
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39 | #endif
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40 | using namespace flair::core;
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41 | using namespace flair::gui;
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42 | using namespace flair::actuator;
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43 |
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44 | namespace flair {
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45 | namespace simulator {
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46 |
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47 | X4::X4(std::string name, uint32_t modelId)
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48 | : Model(name,modelId) {
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49 | Tab *setup_tab = new Tab(GetTabWidget(), "model");
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50 | m = new DoubleSpinBox(setup_tab->NewRow(), "mass (kg):", 0, 20, 0.1);
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51 | arm_length = new DoubleSpinBox(setup_tab->LastRowLastCol(), "arm length (m):",
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52 | 0, 2, 0.1);
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53 | // l_cg=new DoubleSpinBox(setup_tab,"position G
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54 | // (m):",0,2,-0.5,0.5,0.02);//position du centre de gravité/centre de poussé
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55 | k_mot =
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56 | new DoubleSpinBox(setup_tab->NewRow(), "k_mot:", 0, 1, 0.001,
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57 | 3); // vitesse rotation² (unité arbitraire) -> force (N)
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58 | c_mot = new DoubleSpinBox(
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59 | setup_tab->LastRowLastCol(), "c_mot:", 0, 1, 0.001,
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60 | 3); // vitesse rotation moteur -> couple (N.m/unité arbitraire)
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61 | f_air_vert = new DoubleSpinBox(setup_tab->NewRow(), "f_air_vert:", 0, 10,
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62 | 1); // frottements air depl. vertical, aussi
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63 | // utilisé pour les rotations ( N/(m/s) )
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64 | // (du aux helices en rotation)
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65 | f_air_lat =
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66 | new DoubleSpinBox(setup_tab->LastRowLastCol(), "f_air_lat:", 0, 10,
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67 | 1); // frottements air deplacements lateraux ( N/(m/s) )
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68 | j_roll = new DoubleSpinBox(setup_tab->NewRow(), "j_roll:", 0, 1, 0.001,
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69 | 5); // moment d'inertie d'un axe (N.m.s²/rad)
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70 | j_pitch =
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71 | new DoubleSpinBox(setup_tab->LastRowLastCol(), "j_pitch:", 0, 1, 0.001,
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72 | 5); // moment d'inertie d'un axe (N.m.s²/rad)
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73 | j_yaw = new DoubleSpinBox(setup_tab->LastRowLastCol(), "j_yaw:", 0, 1, 0.001,
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74 | 5); // moment d'inertie d'un axe (N.m.s²/rad)
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75 |
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76 | motors = new SimuBldc(this, name, 4, modelId,0);
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77 |
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78 | SetIsReady(true);
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79 | }
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80 |
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81 | X4::~X4() {
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82 | // les objets irrlicht seront automatiquement detruits (moteurs, helices,
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83 | // pales) par parenté
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84 | }
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85 |
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86 | #ifdef GL
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87 |
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88 | void X4::Draw(void) {
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89 | // create unite (1m=100cm) UAV; scale will be adapted according to arm_length
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90 | // parameter
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91 | // note that the frame used is irrlicht one:
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92 | // left handed, North East Up
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93 | const IGeometryCreator *geo;
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94 | geo = getGui()->getSceneManager()->getGeometryCreator();
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95 |
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96 | // cylinders are aligned with y axis
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97 | IMesh *red_arm = geo->createCylinderMesh(2.5, 100, 16, SColor(0, 255, 0, 0));
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98 | IMesh *black_arm = geo->createCylinderMesh(2.5, 100, 16, SColor(0, 128, 128, 128));
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99 | IMesh *motor = geo->createCylinderMesh(7.5, 15, 16); //,SColor(0, 128, 128, 128));
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100 | // geo->drop();
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101 |
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102 | ITexture *texture = getGui()->getTexture("carbone.jpg");
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103 | MeshSceneNode *fl_arm = new MeshSceneNode(this, red_arm, vector3df(0, 0, 0),
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104 | vector3df(0, 0, -135));
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105 | MeshSceneNode *fr_arm = new MeshSceneNode(this, red_arm, vector3df(0, 0, 0),
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106 | vector3df(0, 0, -45));
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107 | MeshSceneNode *rl_arm = new MeshSceneNode(this, black_arm, vector3df(0, 0, 0),
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108 | vector3df(0, 0, 135), texture);
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109 | MeshSceneNode *rr_arm = new MeshSceneNode(this, black_arm, vector3df(0, 0, 0),
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110 | vector3df(0, 0, 45), texture);
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111 |
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112 | texture = getGui()->getTexture("metal047.jpg");
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113 | MeshSceneNode *fl_motor = new MeshSceneNode(this, motor, vector3df(70.71, -70.71, 2.5),
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114 | vector3df(90, 0, 0), texture);
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115 | MeshSceneNode *fr_motor = new MeshSceneNode(this, motor, vector3df(70.71, 70.71, 2.5),
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116 | vector3df(90, 0, 0), texture);
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117 | MeshSceneNode *rl_motor = new MeshSceneNode(this, motor, vector3df(-70.71, -70.71, 2.5),
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118 | vector3df(90, 0, 0), texture);
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119 | MeshSceneNode *rr_motor = new MeshSceneNode(this, motor, vector3df(-70.71, 70.71, 2.5),
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120 | vector3df(90, 0, 0), texture);
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121 |
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122 | fl_blade = new Blade(this, vector3df(70.71, -70.71, 17.5));
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123 | fr_blade = new Blade(this, vector3df(70.71, 70.71, 17.5), true);
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124 | rl_blade = new Blade(this, vector3df(-70.71, -70.71, 17.5), true);
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125 | rr_blade = new Blade(this, vector3df(-70.71, 70.71, 17.5));
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126 |
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127 | motor_speed_mutex = new Mutex(this);
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128 | for (int i = 0; i < 4; i++)
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129 | motor_speed[i] = 0;
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130 | ExtraDraw();
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131 | }
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132 |
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133 | void X4::AnimateModel(void) {
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134 | motor_speed_mutex->GetMutex();
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135 | fl_blade->SetRotationSpeed(K_MOT * motor_speed[0]);
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136 | fr_blade->SetRotationSpeed(-K_MOT * motor_speed[1]);
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137 | rl_blade->SetRotationSpeed(-K_MOT * motor_speed[2]);
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138 | rr_blade->SetRotationSpeed(K_MOT * motor_speed[3]);
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139 | motor_speed_mutex->ReleaseMutex();
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140 |
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141 | // adapt UAV size
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142 | if (arm_length->ValueChanged() == true) {
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143 | setScale(arm_length->Value());
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144 | }
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145 | }
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146 |
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147 | size_t X4::dbtSize(void) const {
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148 | return 6 * sizeof(float) + 4 * sizeof(float); // 6ddl+4helices
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149 | }
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150 |
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151 | void X4::WritedbtBuf(
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152 | char *dbtbuf) { /*
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153 | float *buf=(float*)dbtbuf;
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154 | vector3df vect=getPosition();
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155 | memcpy(buf,&vect.X,sizeof(float));
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156 | buf++;
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157 | memcpy(buf,&vect.Y,sizeof(float));
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158 | buf++;
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159 | memcpy(buf,&vect.Z,sizeof(float));
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160 | buf++;
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161 | vect=getRotation();
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162 | memcpy(buf,&vect.X,sizeof(float));
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163 | buf++;
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164 | memcpy(buf,&vect.Y,sizeof(float));
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165 | buf++;
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166 | memcpy(buf,&vect.Z,sizeof(float));
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167 | buf++;
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168 | memcpy(buf,&motors,sizeof(rtsimu_motors));*/
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169 | }
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170 |
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171 | void X4::ReaddbtBuf(
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172 | char *dbtbuf) { /*
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173 | float *buf=(float*)dbtbuf;
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174 | vector3df vect;
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175 | memcpy(&vect.X,buf,sizeof(float));
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176 | buf++;
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177 | memcpy(&vect.Y,buf,sizeof(float));
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178 | buf++;
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179 | memcpy(&vect.Z,buf,sizeof(float));
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180 | buf++;
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181 | setPosition(vect);
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182 | memcpy(&vect.X,buf,sizeof(float));
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183 | buf++;
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184 | memcpy(&vect.Y,buf,sizeof(float));
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185 | buf++;
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186 | memcpy(&vect.Z,buf,sizeof(float));
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187 | buf++;
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188 | ((ISceneNode*)(this))->setRotation(vect);
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189 | memcpy(&motors,buf,sizeof(rtsimu_motors));
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190 | AnimateModele();*/
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191 | }
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192 | #endif // GL
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193 |
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194 | // states are computed on fixed frame NED
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195 | // x north
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196 | // y east
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197 | // z down
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198 | void X4::CalcModel(void) {
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199 | float fl_speed, fr_speed, rl_speed, rr_speed;
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200 | float u_roll, u_pitch, u_yaw, u_thrust;
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201 | #ifdef GL
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202 | motor_speed_mutex->GetMutex();
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203 | #endif // GL
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204 | motors->GetSpeeds(motor_speed);
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205 | #ifdef GL
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206 | motor_speed_mutex->ReleaseMutex();
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207 | #endif // GL
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208 | fl_speed = motor_speed[0];
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209 | fr_speed = motor_speed[1];
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210 | rl_speed = motor_speed[2];
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211 | rr_speed = motor_speed[3];
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212 |
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213 | /*
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214 | ** ===================================================================
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215 | ** u roll: roll torque
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216 | **
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217 | ** ===================================================================
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218 | */
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219 | u_roll = arm_length->Value() * k_mot->Value() *
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220 | (fl_speed * fl_speed + rl_speed * rl_speed - fr_speed * fr_speed -
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221 | rr_speed * rr_speed) *
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222 | sqrtf(2) / 2;
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223 |
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224 | /// Classical Nonlinear model of a quadrotor ( This is the w_x angular speed
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225 | /// of the quadri in the body frame). It is a discrete integrator
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226 | state[0].W.x =
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227 | (dT() / j_roll->Value()) *
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228 | ((j_yaw->Value() - j_pitch->Value()) * state[-1].W.y * state[-1].W.z +
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229 | u_roll) +
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230 | state[-1].W.x;
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231 |
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232 | // u_roll=arm_length->Value()*k_mot->Value()*(fl_speed*fl_speed+rl_speed*rl_speed-fr_speed*fr_speed-rr_speed*rr_speed)*sqrtf(2)/2;
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233 | // state[0].W.x=(dT()/j_roll->Value())*(u_roll-m->Value()*G*l_cg->Value()*sinf(state[-2].W.x)-f_air_vert->Value()*arm_length->Value()*arm_length->Value()*state[-1].W.x)+state[-1].W.x;
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234 |
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235 | /*
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236 | ** ===================================================================
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237 | ** u pitch : pitch torque
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238 | **
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239 | ** ===================================================================
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240 | */
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241 | u_pitch = arm_length->Value() * k_mot->Value() *
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242 | (fl_speed * fl_speed + fr_speed * fr_speed - rl_speed * rl_speed -
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243 | rr_speed * rr_speed) *
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244 | sqrtf(2) / 2;
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245 |
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246 | /// Classical Nonlinear model of a quadrotor ( This is the w_y angular speed
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247 | /// of the quadri in the body frame). It is a discrete integrator
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248 | state[0].W.y =
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249 | (dT() / j_pitch->Value()) *
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250 | ((j_roll->Value() - j_yaw->Value()) * state[-1].W.x * state[-1].W.z +
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251 | u_pitch) +
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252 | state[-1].W.y;
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253 |
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254 | // u_pitch=arm_length->Value()*k_mot->Value()*(fl_speed*fl_speed+fr_speed*fr_speed-rl_speed*rl_speed-rr_speed*rr_speed)*sqrtf(2)/2;
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255 | // state[0].W.y=(dT()/j_pitch->Value())*(u_pitch-m->Value()*G*l_cg->Value()*sinf(state[-2].W.y)-f_air_vert->Value()*arm_length->Value()*arm_length->Value()*state[-1].W.y)+state[-1].W.y;
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256 |
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257 | /*
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258 | ** ===================================================================
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259 | ** u yaw : yaw torque
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260 | **
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261 | ** ===================================================================
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262 | */
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263 | u_yaw = c_mot->Value() * (fl_speed * fl_speed + rr_speed * rr_speed -
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264 | fr_speed * fr_speed - rl_speed * rl_speed);
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265 |
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266 | /// Classical Nonlinear model of a quadrotor ( This is the w_z angular speed
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267 | /// of the quadri in the body frame). It is a discrete integrator
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268 | state[0].W.z = (dT() / j_yaw->Value()) * u_yaw + state[-1].W.z;
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269 |
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270 | // u_yaw=c_mot->Value()*(fl_speed*fl_speed+rr_speed*rr_speed-fr_speed*fr_speed-rl_speed*rl_speed);
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271 | // state[0].W.z=(dT()/j_yaw->Value())*(u_yaw-f_air_lat->Value()*state[-1].W.z)+state[-1].W.z;
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272 |
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273 | // compute quaternion from W
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274 | // Quaternion derivative: dQ = 0.5*(Q*Qw)
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275 | Quaternion dQ = state[-1].Quat.GetDerivative(state[0].W);
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276 |
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277 | // Quaternion integration
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278 | state[0].Quat = state[-1].Quat + dQ * dT();
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279 | state[0].Quat.Normalize();
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280 |
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281 | // Calculation of the thrust from the reference speed of motors
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282 | u_thrust = k_mot->Value() * (fl_speed * fl_speed + fr_speed * fr_speed +
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283 | rl_speed * rl_speed + rr_speed * rr_speed);
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284 | Vector3D vect(0, 0, -u_thrust);
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285 | vect.Rotate(state[0].Quat);
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286 |
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287 | /*
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288 | ** ===================================================================
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289 | ** x double integrator
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290 | **
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291 | ** ===================================================================
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292 | */
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293 | state[0].Pos.x =
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294 | (dT() * dT() / m->Value()) *
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295 | (vect.x -
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296 | f_air_lat->Value() * (state[-1].Pos.x - state[-2].Pos.x) / dT()) +
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297 | 2 * state[-1].Pos.x - state[-2].Pos.x;
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298 | state[0].Vel.x = (state[0].Pos.x - state[-1].Pos.x) / dT();
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299 |
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300 | /*
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301 | ** ===================================================================
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302 | ** y double integrator
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303 | **
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304 | ** ===================================================================
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305 | */
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306 | state[0].Pos.y =
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307 | (dT() * dT() / m->Value()) *
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308 | (vect.y -
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309 | f_air_lat->Value() * (state[-1].Pos.y - state[-2].Pos.y) / dT()) +
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310 | 2 * state[-1].Pos.y - state[-2].Pos.y;
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311 | state[0].Vel.y = (state[0].Pos.y - state[-1].Pos.y) / dT();
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312 |
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313 | /*
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314 | ** ===================================================================
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315 | ** z double integrator
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316 | **
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317 | ** ===================================================================
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318 | */
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319 | state[0].Pos.z =
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320 | (dT() * dT() / m->Value()) *
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321 | (vect.z +
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322 | f_air_vert->Value() * (state[-1].Pos.z - state[-2].Pos.z) / dT() +
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323 | m->Value() * G) +
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324 | 2 * state[-1].Pos.z - state[-2].Pos.z;
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325 | state[0].Vel.z = (state[0].Pos.z - state[-1].Pos.z) / dT();
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326 |
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327 | #ifndef GL
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328 | if (state[0].Pos.z < 0)
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329 | state[0].Pos.z = 0;
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330 | #endif
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331 | }
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332 |
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333 | } // end namespace simulator
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334 | } // end namespace flair
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