#include "Math.hpp" #include "Surface.hpp" namespace yasim { Surface::Surface() { // Start in a "sane" mode, so unset stuff doesn't freak us out _c0 = 1; _cx = _cy = _cz = 1; _cz0 = 0; _peaks[0] = _peaks[1] = 1; int i; for(i=0; i<4; i++) { _stalls[i] = 0; _widths[i] = 0.01; // half a degree } _orient[0] = 1; _orient[1] = 0; _orient[2] = 0; _orient[3] = 0; _orient[4] = 1; _orient[5] = 0; _orient[6] = 0; _orient[7] = 0; _orient[8] = 1; _chord = 0; _incidence = 0; _twist = 0; _slatPos = _spoilerPos = _flapPos = 0; _slatDrag = _spoilerDrag = _flapDrag = 1; _flapLift = 0; _slatAlpha = 0; _spoilerLift = 1; _inducedDrag = 1; } void Surface::setPosition(float* p) { int i; for(i=0; i<3; i++) _pos[i] = p[i]; } void Surface::getPosition(float* out) { int i; for(i=0; i<3; i++) out[i] = _pos[i]; } void Surface::setChord(float chord) { _chord = chord; } void Surface::setTotalDrag(float c0) { _c0 = c0; } float Surface::getTotalDrag() { return _c0; } void Surface::setXDrag(float cx) { _cx = cx; } void Surface::setYDrag(float cy) { _cy = cy; } void Surface::setZDrag(float cz) { _cz = cz; } void Surface::setBaseZDrag(float cz0) { _cz0 = cz0; } void Surface::setStallPeak(int i, float peak) { _peaks[i] = peak; } void Surface::setStall(int i, float alpha) { _stalls[i] = alpha; } void Surface::setStallWidth(int i, float width) { _widths[i] = width; } void Surface::setOrientation(float* o) { int i; for(i=0; i<9; i++) _orient[i] = o[i]; } void Surface::setIncidence(float angle) { _incidence = angle; } void Surface::setTwist(float angle) { _twist = angle; } void Surface::setSlatParams(float stallDelta, float dragPenalty) { _slatAlpha = stallDelta; _slatDrag = dragPenalty; } void Surface::setFlapParams(float liftAdd, float dragPenalty) { _flapLift = liftAdd; _flapDrag = dragPenalty; } void Surface::setSpoilerParams(float liftPenalty, float dragPenalty) { _spoilerLift = liftPenalty; _spoilerDrag = dragPenalty; } void Surface::setFlap(float pos) { _flapPos = pos; } void Surface::setSlat(float pos) { _slatPos = pos; } void Surface::setSpoiler(float pos) { _spoilerPos = pos; } // Calculate the aerodynamic force given a wind vector v (in the // aircraft's "local" coordinates) and an air density rho. Returns a // torque about the Y axis, too. void Surface::calcForce(float* v, float rho, float* out, float* torque) { // Split v into magnitude and direction: float vel = Math::mag3(v); // Handle the blowup condition. Zero velocity means zero force by // definition. if(vel == 0) { int i; for(i=0; i<3; i++) out[i] = torque[i] = 0; return; } Math::mul3(1/vel, v, out); // Convert to the surface's coordinates Math::vmul33(_orient, out, out); // "Rotate" by the incidence angle. Assume small angles, so we // need to diddle only the Z component, X is relatively unchanged // by small rotations. float incidence = _incidence + _twist; out[2] += incidence * out[0]; // z' = z + incidence * x // Hold onto the local wind vector so we can multiply the induced // drag at the end. float lwind[3]; Math::set3(out, lwind); // Diddle the Z force according to our configuration float stallMul = stallFunc(out); stallMul *= 1 + _spoilerPos * (_spoilerLift - 1); float stallLift = (stallMul - 1) * _cz * out[2]; float flaplift = flapLift(out[2]); out[2] *= _cz; // scaling factor out[2] += _cz*_cz0; // zero-alpha lift out[2] += stallLift; out[2] += flaplift; // Airfoil lift (pre-stall and zero-alpha) torques "up" (negative // torque) around the Y axis, while flap lift pushes down. Both // forces are considered to act at one third chord from the // edge. Convert to local (i.e. airplane) coordiantes and store // into "torque". torque[0] = 0; torque[1] = 0.1667f * _chord * (flaplift - (_cz*_cz0 + stallLift)); torque[2] = 0; Math::tmul33(_orient, torque, torque); // The X (drag) force gets diddled for control deflection out[0] = controlDrag(out[2], _cx * out[0]); // Add in any specific Y (side force) coefficient. out[1] *= _cy; // Diddle the induced drag float IDMUL = 0.5; Math::mul3(-1*_inducedDrag*out[2]*lwind[2], lwind, lwind); Math::add3(lwind, out, out); // Reverse the incidence rotation to get back to surface // coordinates. out[2] -= incidence * out[0]; // Convert back to external coordinates Math::tmul33(_orient, out, out); // Add in the units to make a real force: float scale = 0.5f*rho*vel*vel*_c0; Math::mul3(scale, out, out); Math::mul3(scale, torque, torque); } // Returns a multiplier for the "plain" force equations that // approximates an airfoil's lift/stall curve. float Surface::stallFunc(float* v) { // Sanity check to treat FPU psychopathology if(v[0] == 0) return 1; float alpha = Math::abs(v[2]/v[0]); // Wacky use of indexing, see setStall*() methods. int fwdBak = v[0] > 0; // set if this is "backward motion" int posNeg = v[2] < 0; // set if the lift is toward -z int i = (fwdBak<<1) | posNeg; float stallAlpha = _stalls[i]; if(stallAlpha == 0) return 1; if(i == 0) stallAlpha += _slatAlpha; // Beyond the stall if(alpha > stallAlpha+_widths[i]) return 1; // (note mask: we want to use the "positive" stall angle here) float scale = 0.5f*_peaks[fwdBak]/_stalls[i&2]; // Before the stall if(alpha <= stallAlpha) return scale; // Inside the stall. Compute a cubic interpolation between the // pre-stall "scale" value and the post-stall unity. float frac = (alpha - stallAlpha) / _widths[i]; frac = frac*frac*(3-2*frac); return scale*(1-frac) + frac; } // Similar to the above -- interpolates out the flap lift past the // stall alpha float Surface::flapLift(float alpha) { float flapLift = _cz * _flapPos * (_flapLift-1); if(alpha < 0) alpha = -alpha; if(alpha < _stalls[0]) return flapLift; else if(alpha > _stalls[0] + _widths[0]) return 1; float frac = (alpha - _stalls[0]) / _widths[0]; frac = frac*frac*(3-2*frac); return flapLift * (1-frac) + frac; } float Surface::controlDrag(float lift, float drag) { // Negative flap deflections don't affect drag until their lift // multiplier exceeds the "camber" (cz0) of the surface. Use a // synthesized "fp" number instead of the actual flap position. float fp = _flapPos; if(fp < 0) { fp = -fp; fp -= _cz0/(_flapLift-1); if(fp < 0) fp = 0; } // Calculate an "effective" drag -- this is the drag that would // have been produced by an unflapped surface at the same lift. float flapDragAoA = (_flapLift - 1 - _cz0) * _stalls[0]; float fd = Math::abs(lift * flapDragAoA * fp); if(drag < 0) fd = -fd; drag += fd; // Now multiply by the various control factors drag *= 1 + fp * (_flapDrag - 1); drag *= 1 + _spoilerPos * (_spoilerDrag - 1); drag *= 1 + _slatPos * (_slatDrag - 1); return drag; } }; // namespace yasim