[10] | 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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[8] | 5 | // created: 2014/04/03
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| 6 | // filename: X8.cpp
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| 7 | //
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| 8 | // author: Majd Saied, 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 X8
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| 14 | //
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| 15 | /*********************************************************************/
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| 16 |
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| 17 | #include "X8.h"
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| 18 | #include "Simulator.h"
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| 19 | #include <SimuBldc.h>
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| 20 | #include <TabWidget.h>
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| 21 | #include <Tab.h>
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| 22 | #include <DoubleSpinBox.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 "Blade.h"
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| 28 | #include "MeshSceneNode.h"
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| 29 | #include "Gui.h"
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| 30 | #include <Mutex.h>
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| 31 | #endif
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| 32 |
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| 33 | #define K_MOT 0.4f //blade animation
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| 34 | #define G (float)9.81 //gravity ( N/(m/s²) )
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| 35 |
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| 36 | #ifdef GL
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| 37 | using namespace irr::video;
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| 38 | using namespace irr::scene;
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| 39 | using namespace irr::core;
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| 40 | #endif
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| 41 | using namespace flair::core;
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| 42 | using namespace flair::gui;
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| 43 | using namespace flair::actuator;
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| 44 |
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| 45 | namespace flair
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| 46 | {
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| 47 | namespace simulator
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| 48 | {
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| 49 |
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| 50 | X8::X8(const Simulator* parent,std::string name, int dev_id): Model(parent,name)
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| 51 | {
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| 52 | Tab *setup_tab=new Tab(GetTabWidget(),"model");
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| 53 | m=new DoubleSpinBox(setup_tab->NewRow(),"mass (kg):",0,20,0.1);
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| 54 | arm_length=new DoubleSpinBox(setup_tab->LastRowLastCol(),"arm length (m):",0,2,0.1);
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| 55 | l_cg=new DoubleSpinBox(setup_tab->LastRowLastCol(),"position G (m):",-0.5,0.5,0.02);//position du centre de gravité/centre de poussé
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| 56 | k_mot=new DoubleSpinBox(setup_tab->NewRow(),"k_mot:",0,1,0.001,3);// vitesse rotation² (unité arbitraire) -> force (N)
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| 57 | c_mot=new DoubleSpinBox(setup_tab->LastRowLastCol(),"c_mot:",0,1,0.001,3);// vitesse rotation moteur -> couple (N.m/unité arbitraire)
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| 58 | f_air_vert=new DoubleSpinBox(setup_tab->NewRow(),"f_air_vert:",0,10,1);//frottements air depl. vertical, aussi utilisé pour les rotations ( N/(m/s) ) (du aux helices en rotation)
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| 59 | f_air_lat=new DoubleSpinBox(setup_tab->LastRowLastCol(),"f_air_lat:",0,10,1);//frottements air deplacements lateraux ( N/(m/s) )
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| 60 | j_roll=new DoubleSpinBox(setup_tab->NewRow(),"j_roll:",0,1,0.001,5); //moment d'inertie d'un axe (N.m.s²/rad)
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| 61 | j_pitch=new DoubleSpinBox(setup_tab->LastRowLastCol(),"j_pitch:",0,1,0.001,5); //moment d'inertie d'un axe (N.m.s²/rad)
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| 62 | j_yaw=new DoubleSpinBox(setup_tab->LastRowLastCol(),"j_yaw:",0,1,0.001,5); //moment d'inertie d'un axe (N.m.s²/rad)
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| 63 | j_r=new DoubleSpinBox(setup_tab->NewRow(),"j_r:",0,1,0.001);// moment des helices (N.m.s²/rad)
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| 64 | sigma=new DoubleSpinBox(setup_tab->LastRowLastCol(),"sigma:",0,1,0.1); // coefficient de perte d efficacite aerodynamique (sans unite)
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| 65 | S=new DoubleSpinBox(setup_tab->LastRowLastCol(),"S:",1,2,0.1); // coefficient de forme des helices 1<S=1+Ss/Sprop<2 (sans unite)
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| 66 |
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| 67 | motors=new SimuBldc(this,name,8,dev_id);
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| 68 | }
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| 69 |
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| 70 | void X8::Draw(){
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| 71 | #ifdef GL
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| 72 |
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| 73 | //create unite (1m=100cm) UAV; scale will be adapted according to arm_length parameter
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| 74 | //note that the frame used is irrlicht one:
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| 75 | //left handed, North East Up
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| 76 |
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| 77 | const IGeometryCreator *geo;
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| 78 | geo=getGui()->getSceneManager()->getGeometryCreator();
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| 79 |
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| 80 | //cylinders are aligned with y axis
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| 81 | red_arm=geo->createCylinderMesh(2.5,100,16,SColor(0, 255, 0, 0));
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| 82 | black_arm=geo->createCylinderMesh(2.5,100,16,SColor(0, 128, 128, 128));
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| 83 | motor=geo->createCylinderMesh(7.5,15,16);//,SColor(0, 128, 128, 128));
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| 84 | //geo->drop();
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| 85 |
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| 86 | ITexture* texture=getGui()->getTexture("carbone.jpg");
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| 87 | fl_arm=new MeshSceneNode(this, red_arm, vector3df(0,0,0),vector3df(0,0,-135));
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| 88 | fr_arm=new MeshSceneNode(this, red_arm, vector3df(0,0,0),vector3df(0,0,-45));
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| 89 | rl_arm=new MeshSceneNode(this, black_arm, vector3df(0,0,0),vector3df(0,0,135),texture);
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| 90 | rr_arm=new MeshSceneNode(this, black_arm, vector3df(0,0,0),vector3df(0,0,45),texture);
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| 91 |
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| 92 | texture=getGui()->getTexture("metal047.jpg");
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| 93 | tfl_motor=new MeshSceneNode(this, motor, vector3df(70.71,-70.71,2.5),vector3df(90,0,0),texture);
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| 94 | tfr_motor=new MeshSceneNode(this, motor ,vector3df(70.71,70.71,2.5),vector3df(90,0,0),texture);
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| 95 | trl_motor=new MeshSceneNode(this, motor ,vector3df(-70.71,-70.71,2.5),vector3df(90,0,0),texture);
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| 96 | trr_motor=new MeshSceneNode(this, motor ,vector3df(-70.71,70.71,2.5),vector3df(90,0,0),texture);
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| 97 |
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| 98 | bfl_motor=new MeshSceneNode(this, motor, vector3df(70.71,-70.71,-17.5),vector3df(90,0,0),texture);
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| 99 | bfr_motor=new MeshSceneNode(this, motor ,vector3df(70.71,70.71,-17.5),vector3df(90,0,0),texture);
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| 100 | brl_motor=new MeshSceneNode(this, motor ,vector3df(-70.71,-70.71,-17.5),vector3df(90,0,0),texture);
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| 101 | brr_motor=new MeshSceneNode(this, motor ,vector3df(-70.71,70.71,-17.5),vector3df(90,0,0),texture);
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| 102 |
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| 103 | tfl_blade=new Blade(this, vector3df(70.71,-70.71,17.5));
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| 104 | tfr_blade=new Blade(this, vector3df(70.71,70.71,17.5),true);
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| 105 | trl_blade=new Blade(this, vector3df(-70.71,-70.71,17.5),true);
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| 106 | trr_blade=new Blade(this, vector3df(-70.71,70.71,17.5));
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| 107 |
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| 108 | bfl_blade=new Blade(this, vector3df(70.71,-70.71,-17.5));
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| 109 | bfr_blade=new Blade(this, vector3df(70.71,70.71,-17.5),true);
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| 110 | brl_blade=new Blade(this, vector3df(-70.71,-70.71,-17.5),true);
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| 111 | brr_blade=new Blade(this, vector3df(-70.71,70.71,-17.5));
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| 112 |
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| 113 | motor_speed_mutex=new Mutex(this);
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| 114 | for(int i=0;i<8;i++) motor_speed[i]=0;
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| 115 | ExtraDraw();
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| 116 | #endif
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| 117 | }
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| 118 |
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| 119 | X8::~X8()
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| 120 | {
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| 121 | //les objets irrlicht seront automatiquement detruits (moteurs, helices, pales) par parenté
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| 122 | }
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| 123 |
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| 124 | #ifdef GL
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| 125 | void X8::AnimateModel(void)
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| 126 | {
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| 127 | motor_speed_mutex->GetMutex();
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| 128 | tfl_blade->SetRotationSpeed(K_MOT*motor_speed[0]);
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| 129 | tfr_blade->SetRotationSpeed(-K_MOT*motor_speed[1]);
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| 130 | trl_blade->SetRotationSpeed(-K_MOT*motor_speed[2]);
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| 131 | trr_blade->SetRotationSpeed(K_MOT*motor_speed[3]);
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| 132 |
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| 133 | bfl_blade->SetRotationSpeed(-K_MOT*motor_speed[4]);
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| 134 | bfr_blade->SetRotationSpeed(K_MOT*motor_speed[5]);
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| 135 | brl_blade->SetRotationSpeed(K_MOT*motor_speed[6]);
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| 136 | brr_blade->SetRotationSpeed(-K_MOT*motor_speed[7]);
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| 137 | motor_speed_mutex->ReleaseMutex();
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| 138 |
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| 139 | //adapt UAV size
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| 140 | if(arm_length->ValueChanged()==true)
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| 141 | {
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| 142 | setScale(arm_length->Value());
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| 143 | }
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| 144 | }
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| 145 |
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| 146 | size_t X8::dbtSize(void) const
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| 147 | {
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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 X8::WritedbtBuf(char* dbtbuf)
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| 152 | {/*
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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 X8::ReaddbtBuf(char* dbtbuf)
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| 172 | {/*
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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 X8::CalcModel(void)
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| 199 | {
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| 200 | float tfl_speed,tfr_speed,trl_speed,trr_speed;
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| 201 | float bfl_speed,bfr_speed,brl_speed,brr_speed;
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| 202 | float u_roll,u_pitch,u_yaw,u_thrust;
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| 203 | float omega;
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| 204 | #ifdef GL
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| 205 | motor_speed_mutex->GetMutex();
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| 206 | #endif //GL
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| 207 | motors->GetSpeeds(motor_speed);
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| 208 | #ifdef GL
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| 209 | motor_speed_mutex->ReleaseMutex();
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| 210 | #endif //GL
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| 211 | tfl_speed=motor_speed[0];
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| 212 | tfr_speed=motor_speed[1];
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| 213 | trl_speed=motor_speed[2];
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| 214 | trr_speed=motor_speed[3];
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| 215 | bfl_speed=motor_speed[4];
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| 216 | bfr_speed=motor_speed[5];
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| 217 | brl_speed=motor_speed[6];
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| 218 | brr_speed=motor_speed[7];
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| 219 |
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| 220 | omega=tfl_speed+brl_speed+trr_speed+bfr_speed-bfl_speed-trl_speed-brr_speed-tfr_speed;
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| 221 |
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| 222 |
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| 223 | /*
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| 224 | ** ===================================================================
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| 225 | ** u roll: roll torque
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| 226 | **
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| 227 | ** ===================================================================
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| 228 | */
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| 229 |
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| 230 | u_roll=arm_length->Value()*k_mot->Value()*(sigma->Value()*tfl_speed*tfl_speed+bfl_speed*bfl_speed
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| 231 | +sigma->Value()*trl_speed*trl_speed+brl_speed*brl_speed
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| 232 | -sigma->Value()*tfr_speed*tfr_speed-bfr_speed*bfr_speed
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| 233 | -sigma->Value()*trr_speed*trr_speed-brr_speed*brr_speed)*sqrtf(2)/2;
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| 234 |
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| 235 | /// Classical Nonlinear model of a quadrotor ( This is the w_x angular speed of the quadri in the body frame). It is a discrete integrator
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| 236 | //state[0].W.x=(dT()/j_roll->Value())*((j_yaw->Value()-j_pitch->Value())*state[-1].W.y*state[-1].W.z-j_r->Value()*state[-1].W.y*omega + u_roll) +state[-1].W.x;//Osamah
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| 237 | state[0].W.x=(dT()/j_roll->Value())*((j_pitch->Value()-j_yaw->Value())*state[-1].W.y*state[-1].W.z-j_r->Value()*state[-1].W.y*omega + u_roll) +state[-1].W.x;//Majd
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| 238 |
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| 239 | //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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| 240 |
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| 241 | /*
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| 242 | ** ===================================================================
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| 243 | ** u pitch : pitch torque
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| 244 | **
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| 245 | ** ===================================================================
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| 246 | */
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| 247 | u_pitch=arm_length->Value()*k_mot->Value()*(sigma->Value()*tfl_speed*tfl_speed+bfl_speed*bfl_speed
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| 248 | +sigma->Value()*tfr_speed*tfr_speed+bfr_speed*bfr_speed
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| 249 | -sigma->Value()*trl_speed*trl_speed-brl_speed*brl_speed
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| 250 | -sigma->Value()*trr_speed*trr_speed-brr_speed*brr_speed)*sqrtf(2)/2;
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| 251 |
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| 252 | /// Classical Nonlinear model of a quadrotor ( This is the w_y angular speed of the quadri in the body frame). It is a discrete integrator
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| 253 | //state[0].W.y=(dT()/j_pitch->Value())*((j_roll->Value()-j_yaw->Value())*state[-1].W.x*state[-1].W.z-j_r->Value()*state[-1].W.x*omega + u_pitch)+state[-1].W.y;//Osamah
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| 254 | state[0].W.y=(dT()/j_pitch->Value())*((j_yaw->Value()-j_roll->Value())*state[-1].W.x*state[-1].W.z-j_r->Value()*state[-1].W.x*omega + u_pitch)+state[-1].W.y;//Majd
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| 255 |
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| 256 | //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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| 257 |
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| 258 | /*
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| 259 | ** ===================================================================
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| 260 | ** u yaw : yaw torque
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| 261 | **
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| 262 | ** ===================================================================
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| 263 | */
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| 264 | u_yaw=c_mot->Value()*(tfl_speed*tfl_speed-bfl_speed*bfl_speed
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| 265 | +trr_speed*trr_speed-brr_speed*brr_speed
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| 266 | -tfr_speed*tfr_speed+bfr_speed*bfr_speed
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| 267 | -trl_speed*trl_speed+brl_speed*brl_speed);
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| 268 |
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| 269 | /// Classical Nonlinear model of a quadrotor ( This is the w_z angular speed of the quadri in the body frame). It is a discrete integrator
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| 270 | //state[0].W.z=(dT()/j_yaw->Value())* u_yaw +state[-1].W.z;//Osamah
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| 271 | state[0].W.z=(dT()/j_yaw->Value())*((j_roll->Value()-j_pitch->Value())*state[-1].W.x*state[-1].W.y+u_yaw )+state[-1].W.z;//Majd
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| 272 |
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| 273 | //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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| 274 |
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| 275 | // compute quaternion from W
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| 276 | // Quaternion derivative: dQ = 0.5*(Q*Qw)
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| 277 | Quaternion dQ=state[-1].Quat.GetDerivative(state[0].W);
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| 278 |
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| 279 | // Quaternion integration
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| 280 | state[0].Quat =state[-1].Quat +dQ*dT();
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| 281 | state[0].Quat.Normalize();
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| 282 |
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| 283 | // Calculation of the thrust from the reference speed of motors
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| 284 | u_thrust=k_mot->Value()*S->Value()*
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| 285 | (sigma->Value()*tfl_speed*tfl_speed+sigma->Value()*tfr_speed*tfr_speed+sigma->Value()*trl_speed*trl_speed+sigma->Value()*trr_speed*trr_speed
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| 286 | +bfl_speed*bfl_speed+bfr_speed*bfr_speed+brl_speed*brl_speed+brr_speed*brr_speed);
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| 287 | Vector3D vect(0,0,-u_thrust);
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| 288 | vect.Rotate(state[0].Quat);
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| 289 |
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| 290 | /*
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| 291 | ** ===================================================================
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| 292 | ** x double integrator
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| 293 | **
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| 294 | ** ===================================================================
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| 295 | */
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| 296 | state[0].Pos.x=(dT()*dT()/m->Value())*(vect.x-f_air_lat->Value()*(state[-1].Pos.x-state[-2].Pos.x)/dT())+2*state[-1].Pos.x-state[-2].Pos.x;
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| 297 | state[0].Vel.x=(state[0].Pos.x-state[-1].Pos.x)/dT();
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| 298 |
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| 299 | /*
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| 300 | ** ===================================================================
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| 301 | ** y double integrator
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| 302 | **
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| 303 | ** ===================================================================
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| 304 | */
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| 305 | state[0].Pos.y=(dT()*dT()/m->Value())*(vect.y-f_air_lat->Value()*(state[-1].Pos.y-state[-2].Pos.y)/dT())+2*state[-1].Pos.y-state[-2].Pos.y;
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| 306 | state[0].Vel.y=(state[0].Pos.y-state[-1].Pos.y)/dT();
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| 307 |
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| 308 | /*
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| 309 | ** ===================================================================
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| 310 | ** z double integrator
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| 311 | **
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| 312 | ** ===================================================================
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| 313 | */
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| 314 | state[0].Pos.z=(dT()*dT()/m->Value())*(vect.z+f_air_vert->Value()*(state[-1].Pos.z-state[-2].Pos.z)/dT()+m->Value()*G)+2*state[-1].Pos.z-state[-2].Pos.z;
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| 315 | state[0].Vel.z=(state[0].Pos.z-state[-1].Pos.z)/dT();
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| 316 |
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| 317 | #ifndef GL
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| 318 | if(state[0].Pos.z<0) state[0].Pos.z=0;
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| 319 | #endif
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| 320 |
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| 321 | }
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| 322 |
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| 323 | } // end namespace simulator
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| 324 | } // end namespace flair
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