revert accidental checkin
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7f546e94d3
1 changed files with 6 additions and 16 deletions
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@ -28,8 +28,6 @@ const float STHRESH = 1;
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// oscillate.
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const float SOLVE_TWEAK = 0.3226;
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const float GRAV = 9.8f;
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Airplane::Airplane()
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{
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_emptyWeight = 0;
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@ -125,7 +123,7 @@ void Airplane::getPilotAccel(float* out)
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// Gravity
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Glue::geodUp(s->pos, out);
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Math::mul3(GRAV, out, out);
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Math::mul3(-9.8f, out, out);
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// The regular acceleration
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float tmp[3];
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@ -595,7 +593,7 @@ void Airplane::compileContactPoints()
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// Give it a spring constant such that at full compression it will
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// hold up 10 times the planes mass. That's about right. Yeah.
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float mass = _model.getBody()->getTotalMass();
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float spring = (1/DIST) * GRAV * 10.0f * mass;
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float spring = (1/DIST) * 9.8f * 10.0f * mass;
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float damp = 2 * Math::sqrt(spring * mass);
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int i;
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@ -787,7 +785,6 @@ void Airplane::setupWeights(bool isApproach)
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void Airplane::runCruise()
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{
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__builtin_printf("runCruise()\n");
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setupState(_cruiseAoA, _cruiseSpeed,_approachGlideAngle, &_cruiseState);
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_model.setState(&_cruiseState);
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_model.setAir(_cruiseP, _cruiseT,
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@ -831,7 +828,6 @@ void Airplane::runCruise()
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void Airplane::runApproach()
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{
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__builtin_printf("runApproach()\n");
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setupState(_approachAoA, _approachSpeed,_approachGlideAngle, &_approachState);
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_model.setState(&_approachState);
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_model.setAir(_approachP, _approachT,
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@ -940,7 +936,7 @@ void Airplane::solve()
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runCruise();
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_model.getThrust(tmp);
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float thrust = tmp[0] + GRAV * _cruiseWeight * Math::sin(_cruiseGlideAngle);
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float thrust = tmp[0] + _cruiseWeight * Math::sin(_cruiseGlideAngle) * 9.81;
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_model.getBody()->getAccel(tmp);
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Math::tmul33(_cruiseState.orient, tmp, tmp);
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@ -981,7 +977,7 @@ void Airplane::solve()
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float pitch1 = tmp[1];
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// Now calculate:
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float awgt = GRAV * _approachWeight;
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float awgt = 9.8f * _approachWeight;
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float dragFactor = thrust / (thrust-xforce);
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float liftFactor = awgt / (awgt+alift);
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@ -989,10 +985,8 @@ void Airplane::solve()
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float tailDelta = -pitch0 * (ARCMIN/(pitch1-pitch0));
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// Sanity:
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if(dragFactor <= 0 || liftFactor <= 0) {
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__builtin_printf("NEGATIVE drag %f lift %f\n", dragFactor, liftFactor);
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if(dragFactor <= 0 || liftFactor <= 0)
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break;
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}
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// And the elevator control in the approach. This works just
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// like the tail incidence computation (it's solving for the
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@ -1011,7 +1005,7 @@ void Airplane::solve()
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// Now apply the values we just computed. Note that the
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// "minor" variables are deferred until we get the lift/drag
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// numbers in the right ballpark.
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__builtin_printf("Apply drag %f lift %f\n", dragFactor, liftFactor);
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applyDragFactor(dragFactor);
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applyLiftRatio(liftFactor);
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@ -1022,8 +1016,6 @@ void Airplane::solve()
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continue;
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}
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__builtin_printf("Apply aoa %f tail %f\n", SOLVE_TWEAK*aoaDelta, SOLVE_TWEAK*tailDelta);
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// OK, now we can adjust the minor variables:
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_cruiseAoA += SOLVE_TWEAK*aoaDelta;
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_tailIncidence += SOLVE_TWEAK*tailDelta;
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@ -1040,8 +1032,6 @@ void Airplane::solve()
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if(abs(elevDelta) < STHRESH*0.0001)
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break;
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__builtin_printf("Apply elev %f\n", SOLVE_TWEAK*elevDelta);
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// Otherwise, adjust and do the next iteration
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_approachElevator.val += SOLVE_TWEAK * elevDelta;
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if(abs(_approachElevator.val) > 1) {
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