YASim: split Wing::compile into smaller functions (2).
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2 changed files with 45 additions and 42 deletions
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@ -111,6 +111,43 @@ void Wing::setSlatPos(float val)
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((Surface*)_slatSurfs.get(i))->setSlatPos(val);
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}
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void Wing::calculateWingCoordinateSystem() {
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// prepare wing coordinate system, ignoring incidence and twist for now
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// (tail incidence is varied by the solver)
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// Generating a unit vector pointing out the left wing.
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float left[3];
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left[0] = -Math::tan(_sweep);
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left[1] = Math::cos(_dihedral);
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left[2] = Math::sin(_dihedral);
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Math::unit3(left, left);
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// The wing's Y axis will be the "left" vector. The Z axis will
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// be perpendicular to this and the local (!) X axis, because we
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// want motion along the local X axis to be zero AoA (i.e. in the
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// wing's XY plane) by definition. Then the local X coordinate is
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// just Y cross Z.
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float *x = _orient, *y = _orient+3, *z = _orient+6;
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x[0] = 1; x[1] = 0; x[2] = 0;
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Math::set3(left, y);
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Math::cross3(x, y, z);
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Math::unit3(z, z);
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Math::cross3(y, z, x);
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// Derive the right side orientation matrix from this one.
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int i;
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for(i=0; i<9; i++) _rightOrient[i] = _orient[i];
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// Negate all Y coordinates, this gets us a valid basis, but
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// it's left handed! So...
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for(i=1; i<9; i+=3) _rightOrient[i] = -_rightOrient[i];
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// Change the direction of the Y axis to get back to a
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// right-handed system.
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for(i=3; i<6; i++) _rightOrient[i] = -_rightOrient[i];
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}
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void Wing::calculateTip() {
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float *y = _orient+3;
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Math::mul3(_length, y, _tip);
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Math::add3(_base, _tip, _tip);
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}
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void Wing::calculateSpan()
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{
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// wingspan in y-direction (not for vstab)
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@ -170,50 +207,12 @@ void Wing::compile()
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last = bounds[i];
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}
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// prepare wing coordinate system, ignoring incidence and twist for now
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// (tail incidence is varied by the solver)
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// Generating a unit vector pointing out the left wing.
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float left[3];
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left[0] = -Math::tan(_sweep);
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left[1] = Math::cos(_dihedral);
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left[2] = Math::sin(_dihedral);
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Math::unit3(left, left);
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// Calculate coordinates for the root and tip of the wing
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Math::mul3(_length, left, _tip);
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Math::add3(_base, _tip, _tip);
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calculateWingCoordinateSystem();
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calculateTip();
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_meanChord = _chord*(_taper+1)*0.5f;
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calculateSpan();
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calculateMAC();
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// The wing's Y axis will be the "left" vector. The Z axis will
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// be perpendicular to this and the local (!) X axis, because we
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// want motion along the local X axis to be zero AoA (i.e. in the
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// wing's XY plane) by definition. Then the local X coordinate is
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// just Y cross Z.
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float orient[9], rightOrient[9];
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float *x = orient, *y = orient+3, *z = orient+6;
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x[0] = 1; x[1] = 0; x[2] = 0;
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Math::set3(left, y);
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Math::cross3(x, y, z);
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Math::unit3(z, z);
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Math::cross3(y, z, x);
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if(_mirror) {
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// Derive the right side orientation matrix from this one.
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int i;
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for(i=0; i<9; i++) rightOrient[i] = orient[i];
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// Negate all Y coordinates, this gets us a valid basis, but
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// it's left handed! So...
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for(i=1; i<9; i+=3) rightOrient[i] = -rightOrient[i];
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// Change the direction of the Y axis to get back to a
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// right-handed system.
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for(i=3; i<6; i++) rightOrient[i] = -rightOrient[i];
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}
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// Calculate a "nominal" segment length equal to an average chord,
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// normalized to lie within 0-1 over the length of the wing.
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@ -247,7 +246,7 @@ void Wing::compile()
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float chord = _chord * (1 - (1-_taper)*frac);
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Surface *s = newSurface(pos, orient, chord,
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Surface *s = newSurface(pos, _orient, chord,
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hasFlap0, hasFlap1, hasSlat, hasSpoiler);
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SurfRec *sr = new SurfRec();
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@ -259,7 +258,7 @@ void Wing::compile()
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if(_mirror) {
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pos[1] = -pos[1];
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s = newSurface(pos, rightOrient, chord,
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s = newSurface(pos, _rightOrient, chord,
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hasFlap0, hasFlap1, hasSlat, hasSpoiler);
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sr = new SurfRec();
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sr->surface = s;
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@ -97,6 +97,8 @@ private:
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void interp(const float* v1, const float* v2, const float frac, float* out);
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Surface* newSurface(float* pos, float* orient, float chord,
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bool hasFlap0, bool hasFlap1, bool hasSlat, bool hasSpoiler);
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void calculateWingCoordinateSystem();
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void calculateTip();
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void calculateSpan();
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void calculateMAC();
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@ -118,6 +120,8 @@ private:
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float _dihedral {0};
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// calculated from above
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float _orient[9];
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float _rightOrient[9];
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float _tip[3] {0,0,0};
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float _meanChord {0}; // std. mean chord
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float _mac {0}; // mean aerodynamic chord length
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