246 lines
5.5 KiB
C++
246 lines
5.5 KiB
C++
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#include "Math.hpp"
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#include "Surface.hpp"
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namespace yasim {
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Surface::Surface()
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{
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// Start in a "sane" mode, so unset stuff doesn't freak us out
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_c0 = 1;
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_cx = _cy = _cz = 1;
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_cz0 = 0;
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_peaks[0] = _peaks[1] = 1;
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for(int i=0; i<4; i++)
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_stalls[i] = _widths[i] = 0;
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_orient[0] = 1; _orient[1] = 0; _orient[2] = 0;
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_orient[3] = 0; _orient[4] = 1; _orient[5] = 0;
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_orient[6] = 0; _orient[7] = 0; _orient[8] = 1;
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_incidence = 0;
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_slatPos = _spoilerPos = _flapPos = 0;
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_slatDrag = _spoilerDrag = _flapDrag = 1;
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_flapLift = 0;
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_slatAlpha = 0;
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_spoilerLift = 1;
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}
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void Surface::setPosition(float* p)
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{
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for(int i=0; i<3; i++) _pos[i] = p[i];
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}
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void Surface::getPosition(float* out)
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{
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for(int i=0; i<3; i++) out[i] = _pos[i];
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}
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void Surface::setChord(float chord)
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{
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_chord = chord;
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}
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void Surface::setTotalDrag(float c0)
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{
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_c0 = c0;
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}
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float Surface::getTotalDrag()
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{
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return _c0;
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}
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void Surface::setXDrag(float cx)
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{
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_cx = cx;
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}
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void Surface::setYDrag(float cy)
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{
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_cy = cy;
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}
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void Surface::setZDrag(float cz)
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{
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_cz = cz;
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}
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void Surface::setBaseZDrag(float cz0)
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{
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_cz0 = cz0;
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}
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void Surface::setStallPeak(int i, float peak)
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{
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_peaks[i] = peak;
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}
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void Surface::setStall(int i, float alpha)
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{
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_stalls[i] = alpha;
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}
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void Surface::setStallWidth(int i, float width)
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{
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_widths[i] = width;
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}
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void Surface::setOrientation(float* o)
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{
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for(int i=0; i<9; i++)
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_orient[i] = o[i];
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}
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void Surface::setIncidence(float angle)
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{
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_incidence = angle;
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}
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void Surface::setSlatParams(float stallDelta, float dragPenalty)
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{
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_slatAlpha = stallDelta;
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_slatDrag = dragPenalty;
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}
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void Surface::setFlapParams(float liftAdd, float dragPenalty)
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{
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_flapLift = liftAdd;
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_flapDrag = dragPenalty;
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}
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void Surface::setSpoilerParams(float liftPenalty, float dragPenalty)
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{
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_spoilerLift = liftPenalty;
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_spoilerDrag = dragPenalty;
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}
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void Surface::setFlap(float pos)
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{
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_flapPos = pos;
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}
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void Surface::setSlat(float pos)
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{
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_slatPos = pos;
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}
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void Surface::setSpoiler(float pos)
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{
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_spoilerPos = pos;
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}
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// Calculate the aerodynamic force given a wind vector v (in the
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// aircraft's "local" coordinates) and an air density rho. Returns a
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// torque about the Y axis, too.
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void Surface::calcForce(float* v, float rho, float* out, float* torque)
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{
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// Split v into magnitude and direction:
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float vel = Math::mag3(v);
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// Handle the blowup condition. Zero velocity means zero force by
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// definition.
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if(vel == 0) {
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for(int i=0; i<3; i++) out[i] = torque[i] = 0;
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return;
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}
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Math::mul3(1/vel, v, out);
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// Convert to the surface's coordinates
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Math::vmul33(_orient, out, out);
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// "Rotate" by the incidence angle. Assume small angles, so we
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// need to diddle only the Z component, X is relatively unchanged
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// by small rotations.
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out[2] += _incidence * out[0]; // z' = z + incidence * x
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// Diddle the Z force according to our configuration
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float stallMul = stallFunc(out);
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stallMul *= 1 + _spoilerPos * (_spoilerLift - 1);
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float stallLift = (stallMul - 1) * _cz * out[2];
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float flapLift = _cz * _flapPos * (_flapLift-1);
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out[2] *= _cz; // scaling factor
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out[2] += _cz*_cz0; // zero-alpha lift
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out[2] += stallLift;
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out[2] += flapLift;
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// Airfoil lift (pre-stall and zero-alpha) torques "up" (negative
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// torque) around the Y axis, while flap lift pushes down. Both
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// forces are considered to act at one third chord from the
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// center. Convert to local (i.e. airplane) coordiantes and store
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// into "torque".
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torque[0] = 0;
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torque[1] = 0.33 * _chord * (flapLift - (_cz*_cz0 + stallLift));
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torque[2] = 0;
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Math::tmul33(_orient, torque, torque);
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// Diddle X (drag) and Y (side force) in the same manner
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out[0] *= _cx * controlDrag();
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out[1] *= _cy;
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// Reverse the incidence rotation to get back to surface
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// coordinates.
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out[2] -= _incidence * out[0];
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// Convert back to external coordinates
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Math::tmul33(_orient, out, out);
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// Add in the units to make a real force:
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float scale = 0.5*rho*vel*vel*_c0;
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Math::mul3(scale, out, out);
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Math::mul3(scale, torque, torque);
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}
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// Returns a multiplier for the "plain" force equations that
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// approximates an airfoil's lift/stall curve.
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float Surface::stallFunc(float* v)
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{
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// Sanity check to treat FPU psychopathology
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if(v[0] == 0) return 1;
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float alpha = Math::abs(v[2]/v[0]);
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// Wacky use of indexing, see setStall*() methods.
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int fwdBak = v[0] > 0; // set if this is "backward motion"
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int posNeg = v[2] < 0; // set if the lift is toward -z
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int i = (fwdBak<<1) | posNeg;
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float stallAlpha = _stalls[i];
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if(stallAlpha == 0)
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return 1;
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if(i == 0)
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stallAlpha += _slatAlpha;
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// Beyond the stall
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if(alpha > stallAlpha+_widths[i])
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return 1;
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// (note mask: we want to use the "positive" stall angle here)
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float scale = 0.5*_peaks[fwdBak]/_stalls[i&2];
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// Before the stall
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if(alpha <= stallAlpha)
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return scale;
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// Inside the stall. Compute a cubic interpolation between the
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// pre-stall "scale" value and the post-stall unity.
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float frac = (alpha - stallAlpha) / _widths[i];
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frac = frac*frac*(3-2*frac);
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return scale*(1-frac) + frac;
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}
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float Surface::controlDrag()
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{
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float d = 1;
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d *= 1 + _spoilerPos * (_spoilerDrag - 1);
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d *= 1 + _slatPos * (_slatDrag - 1);
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// FIXME: flaps should REDUCE drag when the reduce lift!
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d *= 1 + Math::abs(_flapPos) * (_flapDrag - 1);
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return d;
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}
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}; // namespace yasim
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