ppovb5fc7/gazebo/plugins/LiftDragPlugin.cc

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2019-03-04 17:11:56 +08:00
/*
* Copyright (C) 2014 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include <algorithm>
#include <string>
#include "gazebo/common/Assert.hh"
#include "gazebo/physics/physics.hh"
#include "gazebo/sensors/SensorManager.hh"
#include "gazebo/transport/transport.hh"
#include "plugins/LiftDragPlugin.hh"
using namespace gazebo;
GZ_REGISTER_MODEL_PLUGIN(LiftDragPlugin)
/////////////////////////////////////////////////
LiftDragPlugin::LiftDragPlugin() : cla(1.0), cda(0.01), cma(0.01), rho(1.2041)
{
this->cp = math::Vector3(0, 0, 0);
this->forward = math::Vector3(1, 0, 0);
this->upward = math::Vector3(0, 0, 1);
this->area = 1.0;
this->alpha0 = 0.0;
this->alpha = 0.0;
this->sweep = 0.0;
this->velocityStall = 0.0;
// 90 deg stall
this->alphaStall = 0.5*M_PI;
this->claStall = 0.0;
this->radialSymmetry = false;
/// \TODO: what's flat plate drag?
this->cdaStall = 1.0;
this->cmaStall = 0.0;
/// how much to change CL per every radian of the control joint value
this->controlJointRadToCL = 4.0;
}
/////////////////////////////////////////////////
LiftDragPlugin::~LiftDragPlugin()
{
}
/////////////////////////////////////////////////
void LiftDragPlugin::Load(physics::ModelPtr _model,
sdf::ElementPtr _sdf)
{
GZ_ASSERT(_model, "LiftDragPlugin _model pointer is NULL");
GZ_ASSERT(_sdf, "LiftDragPlugin _sdf pointer is NULL");
this->model = _model;
this->sdf = _sdf;
this->world = this->model->GetWorld();
GZ_ASSERT(this->world, "LiftDragPlugin world pointer is NULL");
this->physics = this->world->GetPhysicsEngine();
GZ_ASSERT(this->physics, "LiftDragPlugin physics pointer is NULL");
GZ_ASSERT(_sdf, "LiftDragPlugin _sdf pointer is NULL");
if (_sdf->HasElement("radial_symmetry"))
this->radialSymmetry = _sdf->Get<bool>("radial_symmetry");
if (_sdf->HasElement("a0"))
this->alpha0 = _sdf->Get<double>("a0");
if (_sdf->HasElement("cla"))
this->cla = _sdf->Get<double>("cla");
if (_sdf->HasElement("cda"))
this->cda = _sdf->Get<double>("cda");
if (_sdf->HasElement("cma"))
this->cma = _sdf->Get<double>("cma");
if (_sdf->HasElement("alpha_stall"))
this->alphaStall = _sdf->Get<double>("alpha_stall");
if (_sdf->HasElement("cla_stall"))
this->claStall = _sdf->Get<double>("cla_stall");
if (_sdf->HasElement("cda_stall"))
this->cdaStall = _sdf->Get<double>("cda_stall");
if (_sdf->HasElement("cma_stall"))
this->cmaStall = _sdf->Get<double>("cma_stall");
if (_sdf->HasElement("cp"))
this->cp = _sdf->Get<math::Vector3>("cp");
// blade forward (-drag) direction in link frame
if (_sdf->HasElement("forward"))
this->forward = _sdf->Get<math::Vector3>("forward");
// blade upward (+lift) direction in link frame
if (_sdf->HasElement("upward"))
this->upward = _sdf->Get<math::Vector3>("upward");
if (_sdf->HasElement("area"))
this->area = _sdf->Get<double>("area");
if (_sdf->HasElement("air_density"))
this->rho = _sdf->Get<double>("air_density");
if (_sdf->HasElement("link_name"))
{
sdf::ElementPtr elem = _sdf->GetElement("link_name");
GZ_ASSERT(elem, "Element link_name doesn't exist!");
std::string linkName = elem->Get<std::string>();
this->link = this->model->GetLink(linkName);
GZ_ASSERT(this->link, "Link was NULL");
if (!this->link)
{
gzerr << "Link with name[" << linkName << "] not found. "
<< "The LiftDragPlugin will not generate forces\n";
}
else
{
this->updateConnection = event::Events::ConnectWorldUpdateBegin(
boost::bind(&LiftDragPlugin::OnUpdate, this));
}
}
if (_sdf->HasElement("control_joint_name"))
{
std::string controlJointName = _sdf->Get<std::string>("control_joint_name");
this->controlJoint = this->model->GetJoint(controlJointName);
if (!this->controlJoint)
{
gzerr << "Joint with name[" << controlJointName << "] does not exist.\n";
}
}
if (_sdf->HasElement("control_joint_rad_to_cl"))
this->controlJointRadToCL = _sdf->Get<double>("control_joint_rad_to_cl");
}
/////////////////////////////////////////////////
void LiftDragPlugin::OnUpdate()
{
GZ_ASSERT(this->link, "Link was NULL");
// get linear velocity at cp in inertial frame
math::Vector3 velI = this->link->GetWorldLinearVel(this->cp);
// smoothing
// double e = 0.8;
// this->velSmooth = e*velI + (1.0 - e)*velSmooth;
// velI = this->velSmooth;
if (velI.GetLength() <= 0.01)
return;
// pose of body
math::Pose pose = this->link->GetWorldPose();
// rotate forward and upward vectors into inertial frame
math::Vector3 forwardI = pose.rot.RotateVector(this->forward);
math::Vector3 upwardI;
if (this->radialSymmetry)
{
// use inflow velocity to determine upward direction
// which is the component of inflow perpendicular to forward direction.
math::Vector3 tmp = forwardI.Cross(velI);
upwardI = forwardI.Cross(tmp).Normalize();
}
else
{
upwardI = pose.rot.RotateVector(this->upward);
}
// spanwiseI: a vector normal to lift-drag-plane described in inertial frame
math::Vector3 spanwiseI = forwardI.Cross(upwardI).Normalize();
const double minRatio = -1.0;
const double maxRatio = 1.0;
// check sweep (angle between velI and lift-drag-plane)
double sinSweepAngle = math::clamp(
spanwiseI.Dot(velI) / velI.GetLength(), minRatio, maxRatio);
// get cos from trig identity
double cosSweepAngle = 1.0 - sinSweepAngle * sinSweepAngle;
this->sweep = asin(sinSweepAngle);
// truncate sweep to within +/-90 deg
while (fabs(this->sweep) > 0.5 * M_PI)
this->sweep = this->sweep > 0 ? this->sweep - M_PI
: this->sweep + M_PI;
// angle of attack is the angle between
// velI projected into lift-drag plane
// and
// forward vector
//
// projected = spanwiseI Xcross ( vector Xcross spanwiseI)
//
// so,
// velocity in lift-drag plane (expressed in inertial frame) is:
math::Vector3 velInLDPlane = spanwiseI.Cross(velI.Cross(spanwiseI));
// get direction of drag
math::Vector3 dragDirection = -velInLDPlane;
dragDirection.Normalize();
// get direction of lift
math::Vector3 liftDirection = spanwiseI.Cross(velInLDPlane);
liftDirection.Normalize();
// get direction of moment
math::Vector3 momentDirection = spanwiseI;
double forwardVelocity = forwardI.GetLength() * velInLDPlane.GetLength();
double cosAlpha = math::clamp(
forwardI.Dot(velInLDPlane) / forwardVelocity, minRatio, maxRatio);
// gzerr << "ca " << forwardI.Dot(velInLDPlane) /
// (forwardI.GetLength() * velInLDPlane.GetLength()) << "\n";
// get sign of alpha
// take upwards component of velocity in lift-drag plane.
// if sign == upward, then alpha is negative
double upwardVelocity = upwardI.GetLength() + velInLDPlane.GetLength();
double alphaSign = -upwardI.Dot(velInLDPlane)/upwardVelocity;
if (alphaSign > 0.0)
this->alpha = this->alpha0 + acos(cosAlpha);
else
this->alpha = this->alpha0 - acos(cosAlpha);
// normalize to within +/-90 deg
while (fabs(this->alpha) > 0.5 * M_PI)
this->alpha = this->alpha > 0 ? this->alpha - M_PI
: this->alpha + M_PI;
// compute dynamic pressure
double speedInLDPlane = velInLDPlane.GetLength();
double q = 0.5 * this->rho * speedInLDPlane * speedInLDPlane;
// compute cl at cp, check for stall, correct for sweep
double cl;
if (this->alpha > this->alphaStall)
{
cl = (this->cla * this->alphaStall +
this->claStall * (this->alpha - this->alphaStall))
* cosSweepAngle;
// make sure cl is still great than 0
cl = std::max(0.0, cl);
}
else if (this->alpha < -this->alphaStall)
{
cl = (-this->cla * this->alphaStall +
this->claStall * (this->alpha + this->alphaStall))
* cosSweepAngle;
// make sure cl is still less than 0
cl = std::min(0.0, cl);
}
else
cl = this->cla * this->alpha * cosSweepAngle;
// modify cl per control joint value
if (this->controlJoint)
{
double controlAngle = this->controlJoint->GetAngle(0).Radian();
cl = cl + this->controlJointRadToCL * controlAngle;
/// \TODO: also change cm and cd
}
// compute lift force at cp
math::Vector3 lift = cl * q * this->area * liftDirection;
// compute cd at cp, check for stall, correct for sweep
double cd;
if (this->alpha > this->alphaStall)
{
cd = (this->cda * this->alphaStall +
this->cdaStall * (this->alpha - this->alphaStall))
* cosSweepAngle;
}
else if (this->alpha < -this->alphaStall)
{
cd = (-this->cda * this->alphaStall +
this->cdaStall * (this->alpha + this->alphaStall))
* cosSweepAngle;
}
else
cd = (this->cda * this->alpha) * cosSweepAngle;
// make sure drag is positive
cd = fabs(cd);
// drag at cp
math::Vector3 drag = cd * q * this->area * dragDirection;
// compute cm at cp, check for stall, correct for sweep
double cm;
if (this->alpha > this->alphaStall)
{
cm = (this->cma * this->alphaStall +
this->cmaStall * (this->alpha - this->alphaStall))
* cosSweepAngle;
// make sure cm is still great than 0
cm = std::max(0.0, cm);
}
else if (this->alpha < -this->alphaStall)
{
cm = (-this->cma * this->alphaStall +
this->cmaStall * (this->alpha + this->alphaStall))
* cosSweepAngle;
// make sure cm is still less than 0
cm = std::min(0.0, cm);
}
else
cm = this->cma * this->alpha * cosSweepAngle;
/// \TODO: implement cm
/// for now, reset cm to zero, as cm needs testing
cm = 0.0;
// compute moment (torque) at cp
math::Vector3 moment = cm * q * this->area * momentDirection;
// moment arm from cg to cp in inertial plane
math::Vector3 momentArm = pose.rot.RotateVector(
this->cp - this->link->GetInertial()->GetCoG());
// gzerr << this->cp << " : " << this->link->GetInertial()->GetCoG() << "\n";
// force and torque about cg in inertial frame
math::Vector3 force = lift + drag;
// + moment.Cross(momentArm);
math::Vector3 torque = moment;
// - lift.Cross(momentArm) - drag.Cross(momentArm);
// debug
//
// if ((this->link->GetName() == "wing_1" ||
// this->link->GetName() == "wing_2") &&
// (velI.GetLength() > 50.0 &&
// velI.GetLength() < 50.0))
if (0)
{
gzerr << "=============================\n";
gzerr << "Link: [" << this->link->GetName()
<< "] pose: [" << pose
<< "] dynamic pressure: [" << q << "]\n";
gzerr << "spd: [" << velI.GetLength()
<< "] velI: [" << velI << "]\n";
gzerr << "spd sweep: [" << velInLDPlane.GetLength()
<< "] velI in LD plane: [" << velInLDPlane << "]\n";
gzerr << "forward (inertial): " << forwardI << "\n";
gzerr << "upward (inertial): " << upwardI << "\n";
gzerr << "lift dir (inertial): " << liftDirection << "\n";
gzerr << "Span direction (normal to LD plane): " << spanwiseI << "\n";
gzerr << "sweep: " << this->sweep << "\n";
gzerr << "alpha: " << this->alpha << "\n";
gzerr << "lift: " << lift << "\n";
gzerr << "drag: " << drag << " cd: "
<< cd << " cda: " << this->cda << "\n";
gzerr << "moment: " << moment << "\n";
gzerr << "cp momentArm: " << momentArm << "\n";
gzerr << "force: " << force << "\n";
gzerr << "torque: " << torque << "\n";
}
// Correct for nan or inf
force.Correct();
this->cp.Correct();
torque.Correct();
// apply forces at cg (with torques for position shift)
this->link->AddForceAtRelativePosition(force, this->cp);
this->link->AddTorque(torque);
}