Attenuate turbulence near the ground. Tweak turbulence numbers.
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4 changed files with 44 additions and 23 deletions
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@ -79,13 +79,18 @@ void Model::initIteration()
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int i;
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for(i=0; i<3; i++)
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_gyro[i] = _torque[i] = 0;
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// Need a local altitude for the wind calculation
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float dummy[3];
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float alt = Math::abs(localGround(_s, dummy));
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for(i=0; i<_thrusters.size(); i++) {
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Thruster* t = (Thruster*)_thrusters.get(i);
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// Get the wind velocity at the thruster location
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float pos[3], v[3];
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t->getPosition(pos);
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localWind(pos, _s, v);
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localWind(pos, _s, v, alt);
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t->setWind(v);
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t->setAir(_pressure, _temp, _rho);
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@ -251,8 +256,7 @@ void Model::setGroundEffect(float* pos, float span, float mul)
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// (v dot _ground)-_ground[3] gives the distance AGL.
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void Model::setGroundPlane(double* planeNormal, double fromOrigin)
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{
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int i;
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for(i=0; i<3; i++) _ground[i] = planeNormal[i];
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for(int i=0; i<3; i++) _ground[i] = planeNormal[i];
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_ground[3] = fromOrigin;
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}
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@ -286,6 +290,14 @@ void Model::calcForces(State* s)
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_body.addForce(pos, thrust);
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}
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// Get a ground plane in local coordinates. The first three
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// elements are the normal vector, the final one is the distance
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// from the local origin along that vector to the ground plane
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// (negative for objects "above" the ground)
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float ground[4];
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ground[3] = localGround(s, ground);
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float alt = Math::abs(ground[3]);
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// Gravity, convert to a force, then to local coordinates
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float grav[3];
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Glue::geodUp(s->pos, grav);
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@ -303,7 +315,7 @@ void Model::calcForces(State* s)
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// Vsurf = wind - velocity + (rot cross (cg - pos))
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float vs[3], pos[3];
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sf->getPosition(pos);
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localWind(pos, s, vs);
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localWind(pos, s, vs, alt);
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float force[3], torque[3];
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sf->calcForce(vs, _rho, force, torque);
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@ -318,7 +330,7 @@ void Model::calcForces(State* s)
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// Vsurf = wind - velocity + (rot cross (cg - pos))
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float vs[3], pos[3];
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sf->getPosition(pos);
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localWind(pos, s, vs);
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localWind(pos, s, vs, alt);
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float force[3], torque[3];
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sf->calcForce(vs, _rho, force, torque);
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@ -335,7 +347,7 @@ void Model::calcForces(State* s)
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// Vsurf = wind - velocity + (rot cross (cg - pos))
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float vs[3], pos[3];
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sf->getPosition(pos);
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localWind(pos, s, vs);
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localWind(pos, s, vs, alt);
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float force[3], torque[3];
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sf->calcForce(vs, _rho, force, torque);
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@ -347,13 +359,6 @@ void Model::calcForces(State* s)
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_body.addTorque(torque);
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}
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// Get a ground plane in local coordinates. The first three
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// elements are the normal vector, the final one is the distance
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// from the local origin along that vector to the ground plane
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// (negative for objects "above" the ground)
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float ground[4];
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ground[3] = localGround(s, ground);
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// Account for ground effect by multiplying the vertical force
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// component by an amount linear with the fraction of the wingspan
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// above the ground.
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@ -433,19 +438,20 @@ float Model::localGround(State* s, float* out)
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// Calculates the airflow direction at the given point and for the
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// specified aircraft velocity.
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void Model::localWind(float* pos, State* s, float* out)
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void Model::localWind(float* pos, State* s, float* out, float alt)
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{
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float tmp[3], lwind[3], lrot[3], lv[3];
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// Get a global coordinate for our local position, and calculate
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// turbulence.
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// FIXME: modify turbulence for altitude, attenuating the vertical
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// component near the ground.
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if(_turb) {
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double gpos[3];
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double gpos[3]; float up[3];
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Math::tmul33(s->orient, pos, tmp);
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for(int i=0; i<3; i++) gpos[i] = s->pos[i] + tmp[i];
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_turb->getTurbulence(gpos, lwind);
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for(int i=0; i<3; i++) {
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gpos[i] = s->pos[i] + tmp[i];
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up[i] = _ground[i];
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}
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_turb->getTurbulence(gpos, alt, up, lwind);
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Math::add3(_wind, lwind, lwind);
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} else {
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Math::set3(_wind, lwind);
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@ -74,7 +74,7 @@ private:
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void calcGearForce(Gear* g, float* v, float* rot, float* ground);
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float gearFriction(float wgt, float v, Gear* g);
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float localGround(State* s, float* out);
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void localWind(float* pos, State* s, float* out);
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void localWind(float* pos, State* s, float* out, float alt);
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Integrator _integrator;
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RigidBody _body;
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@ -25,7 +25,7 @@ const double MAGNITUDE_EXP = 2.0;
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// bandwidth to the higher frequency components. A turbulence field
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// will swing between maximal values over a distance of approximately
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// 2^(MEANINGFUL_GENS-1).
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const int MEANINGFUL_GENS = 8;
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const int MEANINGFUL_GENS = 7;
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static const float FT2M = 0.3048;
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@ -130,7 +130,8 @@ void Turbulence::offset(float* offset)
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_off[i] += offset[i];
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}
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void Turbulence::getTurbulence(double* loc, float* turbOut)
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void Turbulence::getTurbulence(double* loc, float alt, float* up,
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float* turbOut)
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{
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// Convert to integer 2D coordinates; wrap to [0:_sz].
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double a = (loc[0] + _off[0]) + (loc[2] + _off[2]);
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@ -158,6 +159,20 @@ void Turbulence::getTurbulence(double* loc, float* turbOut)
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float avg1 = (1-a)*turb10[i] + a*turb11[i];
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turbOut[i] = mag * ((1-b)*avg0 + b*avg1);
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}
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// Adjust for altitude effects
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if(alt < 300) {
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float altmul = 0.5 + (1-0.5) * (alt*(1.0/300));
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if(alt < 100) {
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float vmul = alt * (1.0/100);
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vmul = vmul / altmul; // pre-correct for the pending altmul
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float dot = Math::dot3(turbOut, up);
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float off[3];
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Math::mul3(dot * (vmul-1), up, off);
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Math::add3(turbOut, off, turbOut);
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}
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Math::mul3(altmul, turbOut, turbOut);
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}
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}
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// Associates a random number in the range [-1:1] with a given lattice
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@ -6,7 +6,7 @@ public:
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~Turbulence();
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void update(double dt, double rate);
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void setMagnitude(double mag);
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void getTurbulence(double* loc, float* turbOut);
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void getTurbulence(double* loc, float alt, float* up, float* turbOut);
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void offset(float* dist);
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private:
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