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flightgear/src/FDM/YASim/Propeller.cpp

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#include <stdio.h>
#include "Atmosphere.hpp"
#include "Math.hpp"
#include "Propeller.hpp"
namespace yasim {
Propeller::Propeller(float radius, float v, float omega,
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float rho, float power)
{
// Initialize numeric constants:
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_lambdaPeak = Math::pow(5.0, -1.0/4.0);
_beta = 1.0f/(Math::pow(5.0f, -1.0f/4.0f) - Math::pow(5.0f, -5.0f/4.0f));
_r = radius;
_etaC = 0.85f; // make this settable?
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_j0 = v/(omega*_lambdaPeak);
_baseJ0 = _j0;
float V2 = v*v + (_r*omega)*(_r*omega);
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_f0 = 2*_etaC*power/(rho*v*V2);
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_matchTakeoff = false;
_manual = false;
_proppitch = 0;
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}
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void Propeller::setTakeoff(float omega0, float power0)
{
// Takeoff thrust coefficient at lambda==0
_matchTakeoff = true;
float V2 = _r*omega0 * _r*omega0;
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float gamma = _etaC * _beta / _j0;
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float torque = power0 / omega0;
float density = Atmosphere::getStdDensity(0);
_tc0 = (torque * gamma) / (0.5f * density * V2 * _f0);
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}
void Propeller::modPitch(float mod)
{
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_j0 *= mod;
if(_j0 < 0.25f*_baseJ0) _j0 = 0.25f*_baseJ0;
if(_j0 > 4*_baseJ0) _j0 = 4*_baseJ0;
}
void Propeller::setManualPitch()
{
_manual = true;
}
void Propeller::setPropPitch(float proppitch)
{
// makes only positive range of axis effective.
_proppitch = Math::clamp(proppitch, 0, 1);
}
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void Propeller::calc(float density, float v, float omega,
float* thrustOut, float* torqueOut)
{
if (_manual) {
float pps = _proppitch * 0.9999f; // avoid singularity
pps = 1 + ( Math::pow(pps,-1/(pps-1)) - Math::pow(pps,-pps/(pps-1)) );
_j0 = (4*_baseJ0) - ( ((4*_baseJ0) - (0.26f*_baseJ0)) * pps );
}
float tipspd = _r*omega;
float V2 = v*v + tipspd*tipspd;
// Clamp v (forward velocity) to zero, now that we've used it to
// calculate V (propeller "speed")
if(v < 0) v = 0;
// The model doesn't work for propellers turning backwards.
if(omega < 0.001) omega = 0.001;
float J = v/omega;
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float lambda = J/_j0;
float torque = 0;
if(lambda > 1) {
lambda = 1.0f/lambda;
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torque = (density*V2*_f0*_j0)/(4*_etaC*_beta*(1-_lambdaPeak));
}
// There's an undefined point at 1. Just offset by a tiny bit to
// fix (note: the discontinuity is at EXACTLY one, this is about
// the only time in history you'll see me use == on a floating
// point number!)
if(lambda == 1.0) lambda = 0.9999f;
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// Calculate lambda^4
float l4 = lambda*lambda; l4 = l4*l4;
// thrust/torque ratio
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float gamma = (_etaC*_beta/_j0)*(1-l4);
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// Compute a thrust, clamp to takeoff thrust to prevend huge
// numbers at slow speeds.
float tc = (1 - lambda) / (1 - _lambdaPeak);
if(_matchTakeoff && tc > _tc0) tc = _tc0;
float thrust = 0.5f * density * V2 * _f0 * tc;
if(torque > 0) {
torque -= thrust/gamma;
thrust = -thrust;
} else {
torque = thrust/gamma;
}
*thrustOut = thrust;
*torqueOut = torque;
}
}; // namespace yasim