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flightgear/src/FDM/YASim/Atmosphere.cpp

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#include <Main/fg_props.hxx>
#include "Math.hpp"
#include "Atmosphere.hpp"
namespace yasim {
// Copied from McCormick, who got it from "The ARDC Model Atmosphere"
// Note that there's an error in the text in the first entry,
// McCormick lists 299.16/101325/1.22500, but those don't agree with
// R=287. I chose to correct the temperature to 288.20, since 79F is
// pretty hot for a "standard" atmosphere.
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// meters kelvin Pa kg/m^3
float Atmosphere::data[][4] = {{ 0.0f, 288.20f, 101325.0f, 1.22500f },
{ 900.0f, 282.31f, 90971.0f, 1.12260f },
{ 1800.0f, 276.46f, 81494.0f, 1.02690f },
{ 2700.0f, 270.62f, 72835.0f, 0.93765f },
{ 3600.0f, 264.77f, 64939.0f, 0.85445f },
{ 4500.0f, 258.93f, 57752.0f, 0.77704f },
{ 5400.0f, 253.09f, 51226.0f, 0.70513f },
{ 6300.0f, 247.25f, 45311.0f, 0.63845f },
{ 7200.0f, 241.41f, 39963.0f, 0.57671f },
{ 8100.0f, 235.58f, 35140.0f, 0.51967f },
{ 9000.0f, 229.74f, 30800.0f, 0.46706f },
{ 9900.0f, 223.91f, 26906.0f, 0.41864f },
{ 10800.0f, 218.08f, 23422.0f, 0.37417f },
{ 11700.0f, 216.66f, 20335.0f, 0.32699f },
{ 12600.0f, 216.66f, 17654.0f, 0.28388f },
{ 13500.0f, 216.66f, 15327.0f, 0.24646f },
{ 14400.0f, 216.66f, 13308.0f, 0.21399f },
{ 15300.0f, 216.66f, 11555.0f, 0.18580f },
{ 16200.0f, 216.66f, 10033.0f, 0.16133f },
{ 17100.0f, 216.66f, 8712.0f, 0.14009f },
{ 18000.0f, 216.66f, 7565.0f, 0.12165f },
{ 18900.0f, 216.66f, 6570.0f, 0.10564f }};
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// Universal gas constant for air, in SI units. P = R * rho * T.
// P in pascals (N/m^2), rho is kg/m^3, T in kelvin.
const float R = 287.1f;
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// Specific heat ratio for air, at "low" temperatures.
const float GAMMA = 1.4f;
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float Atmosphere::getStdTemperature(float alt)
{
if (fgGetBool("/environment/params/control-fdm-atmosphere"))
return fgGetDouble("/environment/temperature-degC") + 273.15;
else
return getRecord(alt, 1);
}
float Atmosphere::getStdPressure(float alt)
{
if (fgGetBool("/environment/params/control-fdm-atmosphere"))
return fgGetDouble("/environment/pressure-inhg") * 3386.39;
else
return getRecord(alt, 2);
}
float Atmosphere::getStdDensity(float alt)
{
if (fgGetBool("/environment/params/control-fdm-atmosphere"))
return fgGetDouble("/environment/density-slugft3") * 515.378;
else
return getRecord(alt, 3);
}
float Atmosphere::calcVEAS(float spd, float pressure, float temp)
{
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static float rho0 = getStdDensity(0);
float densityRatio = calcDensity(pressure, temp) / rho0;
return spd * Math::sqrt(densityRatio);
}
float Atmosphere::calcVCAS(float spd, float pressure, float temp)
{
// Stolen shamelessly from JSBSim. Constants that appear:
// 2/5 == gamma-1
// 5/12 == 1/(gamma+1)
// 4/5 == 2*(gamma-1)
// 14/5 == 2*gamma
// 28/5 == 4*gamma
// 144/25 == (gamma+1)^2
float m2 = calcMach(spd, temp);
m2 = m2*m2; // mach^2
float cp; // pressure coefficient
if(m2 < 1) {
// (1+(mach^2)/5)^(gamma/(gamma-1))
cp = Math::pow(1+0.2*m2, 3.5);
} else {
float tmp0 = ((144.0f/25.0f) * m2) / (28.0f/5.0f*m2 - 4.0f/5.0f);
float tmp1 = ((14.0f/5.0f) * m2 - (2.0f/5.0f)) * (5.0f/12.0f);
cp = Math::pow(tmp0, 3.5) * tmp1;
}
// Conditions at sea level
float p0 = getStdPressure(0);
float rho0 = getStdDensity(0);
float tmp = Math::pow((pressure/p0)*(cp-1) + 1, (2/7.));
return Math::sqrt((7*p0/rho0)*(tmp-1));
}
float Atmosphere::calcDensity(float pressure, float temp)
{
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return pressure / (R * temp);
}
float Atmosphere::calcMach(float spd, float temp)
{
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return spd / Math::sqrt(GAMMA * R * temp);
}
void Atmosphere::calcStaticAir(float p0, float t0, float d0, float v,
float* pOut, float* tOut, float* dOut)
{
const static float C0 = ((GAMMA-1)/(2*R*GAMMA));
const static float C1 = 1/(GAMMA-1);
*tOut = t0 + (v*v) * C0;
*dOut = d0 * Math::pow(*tOut / t0, C1);
*pOut = (*dOut) * R * (*tOut);
}
float Atmosphere::getRecord(float alt, int recNum)
{
int hi = (sizeof(data) / (4*sizeof(float))) - 1;
int lo = 0;
// safety valve, clamp to the edges of the table
if(alt < data[0][0]) hi=1;
else if(alt > data[hi][0]) lo = hi-1;
// binary search
while(1) {
if(hi-lo == 1) break;
int mid = (hi+lo)>>1;
if(alt < data[mid][0]) hi = mid;
else lo = mid;
}
// interpolate
float frac = (alt - data[lo][0])/(data[hi][0] - data[lo][0]);
float a = data[lo][recNum];
float b = data[hi][recNum];
return a + frac * (b-a);
}
}; // namespace yasim