Make wheels spin down slowly once off the ground
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1a0537e493
commit
a26a5d741b
3 changed files with 31 additions and 14 deletions
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@ -20,7 +20,7 @@ Gear::Gear()
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{
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int i;
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for(i=0; i<3; i++)
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_pos[i] = _cmpr[i] = 0;
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_pos[i] = _cmpr[i] = 0;
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_spring = 1;
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_damp = 0;
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_sfric = 0.8f;
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@ -48,7 +48,7 @@ Gear::Gear()
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_ignoreWhileSolving = 0;
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for(i=0; i<3; i++)
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_global_ground[i] = _global_vel[i] = 0;
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_global_ground[i] = _global_vel[i] = 0;
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_global_ground[2] = 1;
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_global_ground[3] = -1e3;
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}
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@ -181,7 +181,7 @@ void Gear::setGlobalGround(double *global_ground, float* global_vel,
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_global_x = globalX;
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_global_y = globalY;
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}
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}
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void Gear::getPosition(float* out)
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{
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@ -282,13 +282,25 @@ float Gear::getBumpAltitude()
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return h*(1/8.)*_ground_bumpiness*maxGroundBumpAmplitude;
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}
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void Gear::integrate(float dt)
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{
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// Slowly spin down wheel
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if (_rollSpeed > 0) {
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// The brake factor of 13.0 * dt was copied from JSBSim's FGLGear.cpp and seems to work reasonably.
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// If more precise control is needed, then we need wheel mass and diameter parameters.
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_rollSpeed -= (13.0 * dt + 1300 * _brake * dt);
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if (_rollSpeed < 0) _rollSpeed = 0;
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}
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return;
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}
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void Gear::calcForce(RigidBody* body, State *s, float* v, float* rot)
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{
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// Init the return values
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int i;
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for(i=0; i<3; i++) _force[i] = _contact[i] = 0;
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// Don't bother if it's not down
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// Don't bother if gear is retracted
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if(_extension < 1)
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{
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_wow = 0;
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@ -325,12 +337,11 @@ void Gear::calcForce(RigidBody* body, State *s, float* v, float* rot)
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}
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_compressDist = -a;
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if(a > 0) {
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_wow = 0;
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_frac = 0;
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_wow = 0;
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_frac = 0;
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_compressDist = 0;
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_rollSpeed = 0;
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_casterAngle = 0;
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return;
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return;
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}
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// Now a is the distance from the tip to ground, so make b the
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@ -347,7 +358,7 @@ void Gear::calcForce(RigidBody* body, State *s, float* v, float* rot)
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else
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_frac = a/(a-b);
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for(i=0; i<3; i++)
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_contact[i] = _pos[i] + _frac*_cmpr[i];
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_contact[i] = _pos[i] + _frac*_cmpr[i];
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// Turn _cmpr into a unit vector and a magnitude
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float cmpr[3];
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@ -416,7 +427,7 @@ void Gear::calcForce(RigidBody* body, State *s, float* v, float* rot)
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Math::cross3(skid, gup, steer); // skid cross up == steer
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if(_rot != 0) {
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// Correct for a rotation
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// Correct for a rotation
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float srot = Math::sin(_rot);
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float crot = Math::cos(_rot);
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float tx = steer[0];
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@ -70,6 +70,7 @@ public:
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float getBumpAltitude();
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bool getGroundIsSolid();
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float getGroundFrictionFactor() { return (float)_ground_frictionFactor; }
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void integrate(float dt);
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// Takes a velocity of the aircraft relative to ground, a rotation
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// vector, and a ground plane (all specified in local coordinates)
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@ -136,6 +136,11 @@ void Model::initIteration()
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_turb->offset(toff);
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}
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for(i=0; i<_gears.size(); i++) {
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Gear* g = (Gear*)_gears.get(i);
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g->integrate(_integrator.getInterval());
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}
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for(i=0; i<_hitches.size(); i++) {
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Hitch* h = (Hitch*)_hitches.get(i);
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h->integrate(_integrator.getInterval());
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