b63c501659
This reverts commit 391a5620c1
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276 lines
No EOL
9.7 KiB
Text
276 lines
No EOL
9.7 KiB
Text
#############################################################################
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# This file is part of FlightGear, the free flight simulator
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# http://www.flightgear.org/
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#
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# Copyright (C) 2009 Torsten Dreyer, Torsten (at) t3r _dot_ de
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License as
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# published by the Free Software Foundation; either version 2 of the
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# License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful, but
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# WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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# General Public License for more details.
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#############################################################################
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#########################################################################################
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# this are the helper functions to model structural icing on airplanes
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# Maintainer: Torsten Dreyer (Torsten at t3r dot de)
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#
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# Simple model: we listen to temperature and dewpoint. If the difference (spread)
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# is near zero and temperature is below zero, icing may occour.
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#
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# inputs
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# /environment/dewpoint-degc
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# /environment/temperature-degc
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# /environment/effective-visibility-m
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# /velocities/airspeed-kt
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# /environment/icing/max-spread-degc default: 0.1
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#
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# outputs
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# /environment/icing/icing-severity numeric value of icing severity
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# /environment/icing/icing-severity-name textual representation of icing severity one of
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# none,trace,light,moderate,severe
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# /environment/icing/icing-factor ammound of ice accumulation per NAM
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#########################################################################
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# implementation of the global icemachine
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#########################################################################
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var ICING_NONE = 0;
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var ICING_TRACE = 1;
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var ICING_LIGHT = 2;
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var ICING_MODERATE = 3;
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var ICING_SEVERE = 4;
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# these are the names for the icing severities
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var ICING_CATEGORY = [ "none", "trace", "light", "moderate", "severe" ];
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# the ice accumulating factors. Inches per nautical air mile flown
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var ICING_FACTOR = [
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# none: sublimating 0.3" / 80NM
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-0.3/80,
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# traces: 0.5" / 80NM
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0.5/80.0,
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# light: 0.5" / 40NM
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0.5/40.0,
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# moderate: 0.5" / 20NM
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0.5/20.0,
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#severe: 0.5" / 10NM
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0.5/10
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];
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# since we don't know the LWC of our clouds, just define some severities
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# depending on temperature and a random offset
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# format: upper temperatur, lower temperatur, minimum severity, maximum severity
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var ICING_TEMPERATURE = [
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[ 999, 0, ICING_NONE, ICING_NONE ],
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[ 0, -2, ICING_NONE, ICING_MODERATE ],
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[ -2, -12, ICING_LIGHT, ICING_SEVERE ],
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[ -12, -20, ICING_LIGHT, ICING_MODERATE ],
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[ -20, -30, ICING_TRACE, ICING_LIGHT ],
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[ -30, -99, ICING_TRACE, ICING_NONE ]
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];
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var dewpointN = props.globals.getNode( "/environment/dewpoint-degc" );
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var temperatureN = props.globals.getNode( "/environment/temperature-degc" );
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var speedN = props.globals.getNode( "/velocities/airspeed-kt" );
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var icingRootN = props.globals.getNode( "/environment/icing", 1 );
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var visibilityN = props.globals.getNode( "/environment/effective-visibility-m" );
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var severityN = icingRootN.initNode( "icing-severity", ICING_NONE, "INT" );
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var severityNameN = icingRootN.initNode( "icing-severity-name", ICING_CATEGORY[severityN.getValue()] );
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var icingFactorN = icingRootN.initNode( "icing-factor", 0.0 );
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var maxSpreadN = icingRootN.initNode( "max-spread-degc", 0.1 );
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var setSeverity = func {
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var value = arg[0];
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if( severityN.getValue() != value ) {
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severityN.setValue( value );
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severityNameN.setValue( ICING_CATEGORY[value] );
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}
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}
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#########################################################################################
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# These are objects that are subject to icing
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# inputs under /sim/model/icing/iceable (multiple instances allowed)
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# ./name # name of this object, more or less useless
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# ./salvage-control # name of a boolean property that salvages from ice
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# ./output-property # the name of the property where the ice amount is written to
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# ./sensitivity # a multiplier for the ice accumulation
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#
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# outputs
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# ./ice-inches # the amount of ice in inches OR
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# [property named by output-property] # the amount of ice in inches
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#########################################################################################
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var IceSensitiveElement = {};
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IceSensitiveElement.new = func {
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var obj = {};
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obj.parents = [IceSensitiveElement];
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obj.node = arg[0];
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obj.nameN = obj.node.initNode( "name", "noname" );
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var n = obj.node.getNode( "salvage-control", 0 );
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obj.controlN = nil;
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if( n != nil ) {
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n = n.getValue();
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if( n != nil ) {
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obj.controlN = props.globals.initNode( n, 0, "BOOL" );
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}
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}
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obj.sensitivityN = obj.node.initNode( "sensitivity", 1.0 );
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obj.iceAmountN = nil;
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n = obj.node.getNode( "output-property", 0 );
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if( n != nil ) {
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n = n.getValue();
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if( n != nil ) {
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obj.iceAmountN = props.globals.initNode( n, 0.0 );
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}
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}
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if( obj.iceAmountN == nil ) {
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obj.iceAmountN = obj.node.initNode( "ice-inches", 0.0 );
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}
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return obj;
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};
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#####################################################################
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# this gets called from the icemachine on each update cycle
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# arg[0] is the time in seconds since last update
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# arg[1] is the number of NAM traveled since last update
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# arg[2] is the ice-accumulation-factor for the current severity
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#####################################################################
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IceSensitiveElement.update = func {
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if( me.controlN != nil and me.controlN.getBoolValue() ) {
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if( me.iceAmountN.getValue() != 0.0 ) {
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me.iceAmountN.setDoubleValue( 0.0 );
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}
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return;
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}
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var deltat = arg[0];
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var dist_nm = arg[1];
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var factor = arg[2];
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var v = me.iceAmountN.getValue() + dist_nm * factor * me.sensitivityN.getValue();
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if( v < 0.0 ) {
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v = 0.0;
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}
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if( me.iceAmountN.getValue() != v ) {
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me.iceAmountN.setValue( v );
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}
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};
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#####################################################################
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# read the ice sensitive elements from the config file
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#####################################################################
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var iceSensitiveElements = nil;
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var icingConfigN = props.globals.getNode( "/sim/model/icing", 0 );
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if( icingConfigN != nil ) {
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iceSensitiveElements = [];
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var iceableNodes = icingConfigN.getChildren( "iceable" );
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foreach( var iceable; iceableNodes ) {
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append( iceSensitiveElements, IceSensitiveElement.new( iceable ) );
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}
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};
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#####################################################################
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# the time triggered loop
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#####################################################################
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var elapsedTimeNode = props.globals.getNode( "/sim/time/elapsed-sec" );
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var lastUpdate = 0.0;
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var icing = func {
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var temperature = temperatureN.getValue();
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var severity = ICING_NONE;
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icingFactorN.setDoubleValue( ICING_FACTOR[severity] );
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var visibility = 0;
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if( visibilityN != nil ) {
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visibility = visibilityN.getValue();
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}
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# check if we should create some ice
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var spread = temperature - dewpointN.getValue();
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if( spread < maxSpreadN.getValue() and visibility < 1000 ) {
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for( var i = 0; i < size(ICING_TEMPERATURE); i = i + 1 ) {
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if( ICING_TEMPERATURE[i][0] > temperature and
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ICING_TEMPERATURE[i][1] <= temperature ) {
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var s1 = ICING_TEMPERATURE[i][2];
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var s2 = ICING_TEMPERATURE[i][3];
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var ds = s2 - s1 + 1;
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severity = s1 + int(rand()*ds);
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icingFactorN.setDoubleValue( ICING_FACTOR[severity] );
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break;
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}
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}
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} else {
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# clear air
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# melt ice if above freezing temperature
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# the warmer, the faster. Lets guess that at 10degc
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# 0.5 inch goes in 10miles
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if( temperature > 0.0 ) {
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icingFactorN.setDoubleValue( factor = -0.05 * temperature / 10.0 );
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}
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# if temperature below zero, sublimating factor is initialized
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}
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setSeverity( severity );
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# update all sensitive areas
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var now = elapsedTimeNode.getValue();
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var dt = now - lastUpdate;
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foreach( var iceable; iceSensitiveElements ) {
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iceable.update( dt, dt * speedN.getValue()/3600.0, icingFactorN.getValue() );
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}
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lastUpdate = now;
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settimer( icing, 2 );
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}
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#####################################################################
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# start our icemachine
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# don't care if there is nothing to put ice on
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#####################################################################
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if( iceSensitiveElements != nil ) {
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lastUpdate = elapsedTimeNode.getValue();
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icing();
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}
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#####################################################################
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# OHP button
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#####################################################################
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setprop("/controls/switches/windowprobeheat", 0);
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setprop("/controls/switches/windowprobeheatfault", 0);
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setlistener("/controls/switches/windowprobeheat", func {
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var windowprb = getprop("/controls/switches/windowprobeheat");
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var fault = getprop("/controls/switches/windowprobeheatfault");
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if (windowprb == 0.5) { # if in auto
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var wowl = getprop("/gear/gear[1]/wow");
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var wowr = getprop("/gear/gear[2]/wow");
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var stateL = getprop("/engines/engine[0]/state");
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var stateR = getprop("/engines/engine[1]/state");
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var fault = getprop("/controls/switches/windowprobeheatfault");
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if (!wowl or !wowr and !fault) {
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setprop("/controls/deice/windowprobeheat", 1);
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} else if (stateL == 3 or stateR == 3 and !fault) {
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setprop("/controls/deice/windowprobeheat", 1);
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}
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} else if (windowprb == 1 and !fault) { # if in ON
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setprop("/controls/deice/windowprobeheat", 1);
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} else if (fault) {
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setprop("/controls/deice/windowprobeheat", 0);
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} else {
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setprop("/controls/deice/windowprobeheat", 0);
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}
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});
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##################################################################### |