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142 lines
4.7 KiB
Plaintext
142 lines
4.7 KiB
Plaintext
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/************************TRICK HEADER*************************
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PURPOSE:
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(This Trick header comment lists out simulation model file dependencies that are not c++.
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The model files are complete relative path to the "C" file and not the object file as
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in the source code comments. Multiple trick comments with multiple sets of
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LIBRARY DEPENDENCIES are allowed in the S_define file.)
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LIBRARY DEPENDENCIES:
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(
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)
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DEFAULT DATA:
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(
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)
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*************************************************************/
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/*
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* There are 2 types of include files in Trick 10 S_define files. The single "#"
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* include files are processed with the S_define file is parsed. Therefore any files
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* that are single "#" included will be processed by CP. Files with a single "#"
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* usually include SimObject definitions and instantiations.
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*
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* Files with a double "##" are passed to S_source.hh. They are not processed by
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* CP except for stripping a "#" and copying the resultant string to S_source.hh.
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* files with a double "##" usually contain structure/class definitions of the models
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* used in the simulation.
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*/
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/*
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* default_trick_sys.sm contains the default Trick system SimObjects and instantiations.
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* Users are free to include a different file that lists out a different set of
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* system objects.
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*/
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#include "sim_objects/default_trick_sys.sm"
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/*
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* Header files that contain structure/class definitions are included using the
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* double "##" notation.
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*/
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##include "ball/L1/include/ball_state.h"
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##include "ball/L1/include/ball_force.h"
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##include "ball/L1/include/ball_proto.h"
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/*
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* %header{ ... %} is a new feature in Trick 10 that copys user code to the S_source.hh
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*/
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%header{
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/*
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* Header files listed here will be included in S_source.hh but not be input processed.
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* If the prototype file ball_proto.h was included here, the simulation would have
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* compiled, but the ball routines would not be available in the input processor.
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*/
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// ##include "ball/L1/include/ball_proto.h"
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%}
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/*
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* %{ ... %} contains user code that is copied into S_source.cpp
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*/
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%{
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// This user code section is empty for this simulation
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%}
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/*
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* sim_objects are defined and instantiated separately in Trick 10 S_define files.
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* Each sim_object is a C++ class definition. Each sim_object class must inherit
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* from "public Trick::SimObject" or another SimObject.
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*
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*/
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class ballSimObject : public Trick::SimObject {
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/*
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* Data members and functions may be public or private. If members are
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* labled private they will not be available in the input processor.
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*/
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public:
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/*
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* Model structures/classes are declared as member data in the SimObject
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*/
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BSTATE state ;
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BFORCE force ;
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/*
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* Jobs are declared in the constructors of the SimObject. The job syntax is
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* unchanged from Trick 07. The constructors may have arguments which may be
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* used as job. state and force are zeroed out at construction time using the
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* ballSimObject() constructor initializer list.
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*/
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ballSimObject() : state() , force() {
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/*
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* One of several ways to get default data into the simulation is to create
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* default data class jobs. default_data class jobs are run before initialization
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*/
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("default_data") ball_state_default_data( &state ) ;
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("default_data") ball_force_default_data( &force ) ;
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// INITIALIZATION JOBS
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("initialization") ball_state_init( &state ) ;
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// EOM DERIVATIVE AND STATE INTEGRATION JOBS
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("derivative") ball_force_field( &force, state.output.position ) ;
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("derivative") ball_state_deriv( &state ) ;
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("integration") trick_ret = ball_state_integ( &state ) ;
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(10.0 , "scheduled") ball_print( &state ) ;
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}
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} ;
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/*
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* SimObjects are instantiated. SimObjects may be multiply instantiated.
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*/
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ballSimObject ball ;
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collect ball.state.work.external_force = { ball.force.output.force[0] };
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/*
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* Integrate statements have an argument after the integrate keyword that
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* specifies the name of the integrator SimObject. This name is accessible
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* within the input processor.
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*/
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integrate my_integ_loop (0.01) ball;
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#define NUM_VARIABLES 4 /* x,y position state and x,y velocity state */
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/*
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* All code listed in the create_connections routine is copied into S_source.cpp and is
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* executed directly after simobject instantiations. This routine may be used to
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* to connect data structures between SimObjects.
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*/
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void create_connections() {
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// We can set a default integrator here. This can be overridden in the input file.
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my_integ_loop.getIntegrator( Runge_Kutta_2, NUM_VARIABLES);
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}
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