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flightgear/src/FDM/YASim/Gear.cpp

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#include "Math.hpp"
#include "RigidBody.hpp"
#include "Gear.hpp"
namespace yasim {
Gear::Gear()
{
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int i;
for(i=0; i<3; i++)
_pos[i] = _cmpr[i] = 0;
_spring = 1;
_damp = 0;
_sfric = 0.8;
_dfric = 0.7;
_brake = 0;
_rot = 0;
_extension = 1;
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_castering = false;
}
void Gear::setPosition(float* position)
{
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int i;
for(i=0; i<3; i++) _pos[i] = position[i];
}
void Gear::setCompression(float* compression)
{
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int i;
for(i=0; i<3; i++) _cmpr[i] = compression[i];
}
void Gear::setSpring(float spring)
{
_spring = spring;
}
void Gear::setDamping(float damping)
{
_damp = damping;
}
void Gear::setStaticFriction(float sfric)
{
_sfric = sfric;
}
void Gear::setDynamicFriction(float dfric)
{
_dfric = dfric;
}
void Gear::setBrake(float brake)
{
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_brake = Math::clamp(brake, 0, 1);
}
void Gear::setRotation(float rotation)
{
_rot = rotation;
}
void Gear::setExtension(float extension)
{
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_extension = Math::clamp(extension, 0, 1);
}
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void Gear::setCastering(bool c)
{
_castering = c;
}
void Gear::getPosition(float* out)
{
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int i;
for(i=0; i<3; i++) out[i] = _pos[i];
}
void Gear::getCompression(float* out)
{
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int i;
for(i=0; i<3; i++) out[i] = _cmpr[i];
}
float Gear::getSpring()
{
return _spring;
}
float Gear::getDamping()
{
return _damp;
}
float Gear::getStaticFriction()
{
return _sfric;
}
float Gear::getDynamicFriction()
{
return _dfric;
}
float Gear::getBrake()
{
return _brake;
}
float Gear::getRotation()
{
return _rot;
}
float Gear::getExtension()
{
return _extension;
}
void Gear::getForce(float* force, float* contact)
{
Math::set3(_force, force);
Math::set3(_contact, contact);
}
float Gear::getWoW()
{
return _wow;
}
float Gear::getCompressFraction()
{
return _frac;
}
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bool Gear::getCastering()
{
return _castering;
}
void Gear::calcForce(RigidBody* body, float* v, float* rot, float* ground)
{
// Init the return values
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int i;
for(i=0; i<3; i++) _force[i] = _contact[i] = 0;
// Don't bother if it's not down
if(_extension < 1)
return;
float tmp[3];
// First off, make sure that the gear "tip" is below the ground.
// If it's not, there's no force.
float a = ground[3] - Math::dot3(_pos, ground);
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if(a > 0) {
_wow = 0;
_frac = 0;
return;
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}
// Now a is the distance from the tip to ground, so make b the
// distance from the base to ground. We can get the fraction
// (0-1) of compression from a/(a-b). Note the minus sign -- stuff
// above ground is negative.
Math::add3(_cmpr, _pos, tmp);
float b = ground[3] - Math::dot3(tmp, ground);
// Calculate the point of ground _contact.
_frac = a/(a-b);
if(b < 0) _frac = 1;
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for(i=0; i<3; i++)
_contact[i] = _pos[i] + _frac*_cmpr[i];
// Turn _cmpr into a unit vector and a magnitude
float cmpr[3];
float clen = Math::mag3(_cmpr);
Math::mul3(1/clen, _cmpr, cmpr);
// Now get the velocity of the point of contact
float cv[3];
body->pointVelocity(_contact, rot, cv);
Math::add3(cv, v, cv);
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// Finally, we can start adding up the forces. First the spring
// compression. (note the clamping of _frac to 1):
_frac = (_frac > 1) ? 1 : _frac;
float fmag = _frac*clen*_spring;
// Then the damping. Use the only the velocity into the ground
// (projection along "ground") projected along the compression
// axis. So Vdamp = ground*(ground dot cv) dot cmpr
Math::mul3(Math::dot3(ground, cv), ground, tmp);
float dv = Math::dot3(cmpr, tmp);
float damp = _damp * dv;
if(damp > fmag) damp = fmag; // can't pull the plane down!
if(damp < -fmag) damp = -fmag; // sanity
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// The actual force applied is only the component perpendicular to
// the ground. Side forces come from velocity only.
_wow = (fmag - damp) * -Math::dot3(cmpr, ground);
Math::mul3(-_wow, ground, _force);
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// Castering gear feel no force in the ground plane
if(_castering)
return;
// Wheels are funky. Split the velocity along the ground plane
// into rolling and skidding components. Assuming small angles,
// we generate "forward" and "left" unit vectors (the compression
// goes "up") for the gear, make a "steer" direction from these,
// and then project it onto the ground plane. Project the
// velocity onto the ground plane too, and extract the "steer"
// component. The remainder is the skid velocity.
float gup[3]; // "up" unit vector from the ground
Math::set3(ground, gup);
Math::mul3(-1, gup, gup);
float xhat[] = {1,0,0};
float steer[3], skid[3];
Math::cross3(gup, xhat, skid); // up cross xhat =~ skid
Math::unit3(skid, skid); // == skid
Math::cross3(skid, gup, steer); // skid cross up == steer
if(_rot != 0) {
// Correct for a (small) rotation
Math::mul3(_rot, steer, tmp);
Math::add3(tmp, skid, skid);
Math::unit3(skid, skid);
Math::cross3(skid, gup, steer);
}
float vsteer = Math::dot3(cv, steer);
float vskid = Math::dot3(cv, skid);
float wgt = Math::dot3(_force, gup); // force into the ground
float fsteer = _brake * calcFriction(wgt, vsteer);
float fskid = calcFriction(wgt, vskid);
if(vsteer > 0) fsteer = -fsteer;
if(vskid > 0) fskid = -fskid;
// Phoo! All done. Add it up and get out of here.
Math::mul3(fsteer, steer, tmp);
Math::add3(tmp, _force, _force);
Math::mul3(fskid, skid, tmp);
Math::add3(tmp, _force, _force);
}
float Gear::calcFriction(float wgt, float v)
{
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// How slow is stopped? 10 cm/second?
const float STOP = 0.1;
const float iSTOP = 1/STOP;
v = Math::abs(v);
if(v < STOP) return v*iSTOP * wgt * _sfric;
else return wgt * _dfric;
}
}; // namespace yasim