#include "Atmosphere.hpp" #include "ControlMap.hpp" #include "Gear.hpp" #include "Math.hpp" #include "Glue.hpp" #include "RigidBody.hpp" #include "Surface.hpp" #include "Rotorpart.hpp" #include "Thruster.hpp" #include "Hitch.hpp" #include "Airplane.hpp" namespace yasim { // gadgets inline float norm(float f) { return f<1 ? 1/f : f; } inline float abs(float f) { return f<0 ? -f : f; } // Solver threshold. How close to the solution are we trying // to get? Trying too hard can result in oscillations about // the correct solution, which is bad. Stick this in as a // compile time constant for now, and consider making it // settable per-model. const float STHRESH = 1; // How slowly do we change values in the solver. Too slow, and // the solution converges very slowly. Too fast, and it can // oscillate. const float SOLVE_TWEAK = 0.3226; Airplane::Airplane() { _emptyWeight = 0; _pilotPos[0] = _pilotPos[1] = _pilotPos[2] = 0; _wing = 0; _tail = 0; _ballast = 0; _cruiseP = 0; _cruiseT = 0; _cruiseSpeed = 0; _cruiseWeight = 0; _cruiseGlideAngle = 0; _approachP = 0; _approachT = 0; _approachSpeed = 0; _approachAoA = 0; _approachWeight = 0; _approachGlideAngle = 0; _dragFactor = 1; _liftRatio = 1; _cruiseAoA = 0; _tailIncidence = 0; } Airplane::~Airplane() { int i; for(i=0; i<_fuselages.size(); i++) delete (Fuselage*)_fuselages.get(i); for(i=0; i<_tanks.size(); i++) delete (Tank*)_tanks.get(i); for(i=0; i<_thrusters.size(); i++) delete (ThrustRec*)_thrusters.get(i); for(i=0; i<_gears.size(); i++) { GearRec* g = (GearRec*)_gears.get(i); delete g->gear; delete g; } for(i=0; i<_surfs.size(); i++) delete (Surface*)_surfs.get(i); for(i=0; i<_contacts.size(); i++) { ContactRec* c = (ContactRec*)_contacts.get(i); delete c->gear; delete c; } for(i=0; i<_solveWeights.size(); i++) delete (SolveWeight*)_solveWeights.get(i); for(i=0; i<_cruiseControls.size(); i++) delete (Control*)_cruiseControls.get(i); for(i=0; i<_approachControls.size(); i++) { Control* c = (Control*)_approachControls.get(i); if(c != &_approachElevator) delete c; } delete _wing; delete _tail; for(i=0; i<_vstabs.size(); i++) delete (Wing*)_vstabs.get(i); for(i=0; i<_weights.size(); i++) delete (WeightRec*)_weights.get(i); } void Airplane::iterate(float dt) { // The gear might have moved. Change their aerodynamics. updateGearState(); _model.iterate(); } void Airplane::calcFuelWeights() { for(int i=0; i<_tanks.size(); i++) { Tank* t = (Tank*)_tanks.get(i); _model.getBody()->setMass(t->handle, t->fill); } } ControlMap* Airplane::getControlMap() { return &_controls; } Model* Airplane::getModel() { return &_model; } void Airplane::getPilotAccel(float* out) { State* s = _model.getState(); // Gravity Glue::geodUp(s->pos, out); Math::mul3(-9.8f, out, out); // The regular acceleration float tmp[3]; Math::mul3(-1, s->acc, tmp); Math::add3(tmp, out, out); // Convert to aircraft coordinates Math::vmul33(s->orient, out, out); // FIXME: rotational & centripetal acceleration needed } void Airplane::setPilotPos(float* pos) { int i; for(i=0; i<3; i++) _pilotPos[i] = pos[i]; } void Airplane::getPilotPos(float* out) { int i; for(i=0; i<3; i++) out[i] = _pilotPos[i]; } int Airplane::numGear() { return _gears.size(); } Gear* Airplane::getGear(int g) { return ((GearRec*)_gears.get(g))->gear; } Hook* Airplane::getHook() { return _model.getHook(); } Launchbar* Airplane::getLaunchbar() { return _model.getLaunchbar(); } Rotorgear* Airplane::getRotorgear() { return _model.getRotorgear(); } void Airplane::updateGearState() { for(int i=0; i<_gears.size(); i++) { GearRec* gr = (GearRec*)_gears.get(i); float ext = gr->gear->getExtension(); gr->surf->setXDrag(ext); gr->surf->setYDrag(ext); gr->surf->setZDrag(ext); } } void Airplane::setApproach(float speed, float altitude, float aoa, float fuel, float gla) { _approachSpeed = speed; _approachP = Atmosphere::getStdPressure(altitude); _approachT = Atmosphere::getStdTemperature(altitude); _approachAoA = aoa; _approachFuel = fuel; _approachGlideAngle = gla; } void Airplane::setCruise(float speed, float altitude, float fuel, float gla) { _cruiseSpeed = speed; _cruiseP = Atmosphere::getStdPressure(altitude); _cruiseT = Atmosphere::getStdTemperature(altitude); _cruiseAoA = 0; _tailIncidence = 0; _cruiseFuel = fuel; _cruiseGlideAngle = gla; } void Airplane::setElevatorControl(int control) { _approachElevator.control = control; _approachElevator.val = 0; _approachControls.add(&_approachElevator); } void Airplane::addApproachControl(int control, float val) { Control* c = new Control(); c->control = control; c->val = val; _approachControls.add(c); } void Airplane::addCruiseControl(int control, float val) { Control* c = new Control(); c->control = control; c->val = val; _cruiseControls.add(c); } void Airplane::addSolutionWeight(bool approach, int idx, float wgt) { SolveWeight* w = new SolveWeight(); w->approach = approach; w->idx = idx; w->wgt = wgt; _solveWeights.add(w); } int Airplane::numTanks() { return _tanks.size(); } float Airplane::getFuel(int tank) { return ((Tank*)_tanks.get(tank))->fill; } float Airplane::setFuel(int tank, float fuel) { return ((Tank*)_tanks.get(tank))->fill = fuel; } float Airplane::getFuelDensity(int tank) { return ((Tank*)_tanks.get(tank))->density; } float Airplane::getTankCapacity(int tank) { return ((Tank*)_tanks.get(tank))->cap; } void Airplane::setWeight(float weight) { _emptyWeight = weight; } void Airplane::setWing(Wing* wing) { _wing = wing; } void Airplane::setTail(Wing* tail) { _tail = tail; } void Airplane::addVStab(Wing* vstab) { _vstabs.add(vstab); } void Airplane::addFuselage(float* front, float* back, float width, float taper, float mid, float cx, float cy, float cz, float idrag) { Fuselage* f = new Fuselage(); int i; for(i=0; i<3; i++) { f->front[i] = front[i]; f->back[i] = back[i]; } f->width = width; f->taper = taper; f->mid = mid; f->_cx=cx; f->_cy=cy; f->_cz=cz; f->_idrag=idrag; _fuselages.add(f); } int Airplane::addTank(float* pos, float cap, float density) { Tank* t = new Tank(); int i; for(i=0; i<3; i++) t->pos[i] = pos[i]; t->cap = cap; t->fill = cap; t->density = density; t->handle = 0xffffffff; return _tanks.add(t); } void Airplane::addGear(Gear* gear) { GearRec* g = new GearRec(); g->gear = gear; g->surf = 0; _gears.add(g); } void Airplane::addHook(Hook* hook) { _model.addHook(hook); } void Airplane::addHitch(Hitch* hitch) { _model.addHitch(hitch); } void Airplane::addLaunchbar(Launchbar* launchbar) { _model.addLaunchbar(launchbar); } void Airplane::addThruster(Thruster* thruster, float mass, float* cg) { ThrustRec* t = new ThrustRec(); t->thruster = thruster; t->mass = mass; int i; for(i=0; i<3; i++) t->cg[i] = cg[i]; _thrusters.add(t); } void Airplane::addBallast(float* pos, float mass) { _model.getBody()->addMass(mass, pos); _ballast += mass; } int Airplane::addWeight(float* pos, float size) { WeightRec* wr = new WeightRec(); wr->handle = _model.getBody()->addMass(0, pos); wr->surf = new Surface(); wr->surf->setPosition(pos); wr->surf->setTotalDrag(size*size); _model.addSurface(wr->surf); _surfs.add(wr->surf); return _weights.add(wr); } void Airplane::setWeight(int handle, float mass) { WeightRec* wr = (WeightRec*)_weights.get(handle); _model.getBody()->setMass(wr->handle, mass); // Kill the aerodynamic drag if the mass is exactly zero. This is // how we simulate droppable stores. if(mass == 0) { wr->surf->setXDrag(0); wr->surf->setYDrag(0); wr->surf->setZDrag(0); } else { wr->surf->setXDrag(1); wr->surf->setYDrag(1); wr->surf->setZDrag(1); } } void Airplane::setFuelFraction(float frac) { int i; for(i=0; i<_tanks.size(); i++) { Tank* t = (Tank*)_tanks.get(i); t->fill = frac * t->cap; _model.getBody()->setMass(t->handle, t->cap * frac); } } float Airplane::getDragCoefficient() { return _dragFactor; } float Airplane::getLiftRatio() { return _liftRatio; } float Airplane::getCruiseAoA() { return _cruiseAoA; } float Airplane::getTailIncidence() { return _tailIncidence; } const char* Airplane::getFailureMsg() { return _failureMsg; } int Airplane::getSolutionIterations() { return _solutionIterations; } void Airplane::setupState(float aoa, float speed, float gla, State* s) { float cosAoA = Math::cos(aoa); float sinAoA = Math::sin(aoa); s->orient[0] = cosAoA; s->orient[1] = 0; s->orient[2] = sinAoA; s->orient[3] = 0; s->orient[4] = 1; s->orient[5] = 0; s->orient[6] = -sinAoA; s->orient[7] = 0; s->orient[8] = cosAoA; s->v[0] = speed*Math::cos(gla); s->v[1] = -speed*Math::sin(gla); s->v[2] = 0; int i; for(i=0; i<3; i++) s->pos[i] = s->rot[i] = s->acc[i] = s->racc[i] = 0; // Put us 1m above the origin, or else the gravity computation in // Model goes nuts s->pos[2] = 1; } void Airplane::addContactPoint(float* pos) { ContactRec* c = new ContactRec; c->gear = 0; c->p[0] = pos[0]; c->p[1] = pos[1]; c->p[2] = pos[2]; _contacts.add(c); } float Airplane::compileWing(Wing* w) { // The tip of the wing is a contact point float tip[3]; w->getTip(tip); addContactPoint(tip); if(w->isMirrored()) { tip[1] *= -1; addContactPoint(tip); } // Make sure it's initialized. The surfaces will pop out with // total drag coefficients equal to their areas, which is what we // want. w->compile(); float wgt = 0; int i; for(i=0; inumSurfaces(); i++) { Surface* s = (Surface*)w->getSurface(i); float td = s->getTotalDrag(); s->setTotalDrag(td); _model.addSurface(s); float mass = w->getSurfaceWeight(i); mass = mass * Math::sqrt(mass); float pos[3]; s->getPosition(pos); _model.getBody()->addMass(mass, pos); wgt += mass; } return wgt; } void Airplane::compileRotorgear() { getRotorgear()->compile(); } float Airplane::compileFuselage(Fuselage* f) { // The front and back are contact points addContactPoint(f->front); addContactPoint(f->back); float wgt = 0; float fwd[3]; Math::sub3(f->front, f->back, fwd); float len = Math::mag3(fwd); float wid = f->width; int segs = (int)Math::ceil(len/wid); float segWgt = len*wid/segs; int j; for(j=0; jmid) scale = f->taper+(1-f->taper) * (frac / f->mid); else scale = f->taper+(1-f->taper) * (frac - f->mid) / (1 - f->mid); // Where are we? float pos[3]; Math::mul3(frac, fwd, pos); Math::add3(f->back, pos, pos); // _Mass_ weighting goes as surface area^(3/2) float mass = scale*segWgt * Math::sqrt(scale*segWgt); _model.getBody()->addMass(mass, pos); wgt += mass; // Make a Surface too Surface* s = new Surface(); s->setPosition(pos); float sideDrag = len/wid; s->setYDrag(sideDrag*f->_cy); s->setZDrag(sideDrag*f->_cz); s->setTotalDrag(scale*segWgt*f->_cx); s->setInducedDrag(f->_idrag); // FIXME: fails for fuselages aligned along the Y axis float o[9]; float *x=o, *y=o+3, *z=o+6; // nicknames for the axes Math::unit3(fwd, x); y[0] = 0; y[1] = 1; y[2] = 0; Math::cross3(x, y, z); Math::unit3(z, z); Math::cross3(z, x, y); s->setOrientation(o); _model.addSurface(s); _surfs.add(s); } return wgt; } // FIXME: should probably add a mass for the gear, too void Airplane::compileGear(GearRec* gr) { Gear* g = gr->gear; // Make a Surface object for the aerodynamic behavior Surface* s = new Surface(); gr->surf = s; // Put the surface at the half-way point on the gear strut, give // it a drag coefficient equal to a square of the same dimension // (gear are really draggy) and make it symmetric. Assume that // the "length" of the gear is 3x the compression distance float pos[3], cmp[3]; g->getCompression(cmp); float length = 3 * Math::mag3(cmp); g->getPosition(pos); Math::mul3(0.5, cmp, cmp); Math::add3(pos, cmp, pos); s->setPosition(pos); s->setTotalDrag(length*length); _model.addGear(g); _model.addSurface(s); _surfs.add(s); } void Airplane::compileContactPoints() { // Figure it will compress by 20cm float comp[3]; float DIST = 0.2f; comp[0] = 0; comp[1] = 0; comp[2] = DIST; // Give it a spring constant such that at full compression it will // hold up 10 times the planes mass. That's about right. Yeah. float mass = _model.getBody()->getTotalMass(); float spring = (1/DIST) * 9.8f * 10.0f * mass; float damp = 2 * Math::sqrt(spring * mass); int i; for(i=0; i<_contacts.size(); i++) { ContactRec* c = (ContactRec*)_contacts.get(i); Gear* g = new Gear(); c->gear = g; g->setPosition(c->p); g->setCompression(comp); g->setSpring(spring); g->setDamping(damp); g->setBrake(1); // I made these up g->setStaticFriction(0.6f); g->setDynamicFriction(0.5f); g->setContactPoint(1); _model.addGear(g); } } void Airplane::compile() { RigidBody* body = _model.getBody(); int firstMass = body->numMasses(); // Generate the point masses for the plane. Just use unitless // numbers for a first pass, then go back through and rescale to // make the weight right. float aeroWgt = 0; // The Wing objects if (_wing) aeroWgt += compileWing(_wing); if (_tail) aeroWgt += compileWing(_tail); int i; for(i=0; i<_vstabs.size(); i++) aeroWgt += compileWing((Wing*)_vstabs.get(i)); // The fuselage(s) for(i=0; i<_fuselages.size(); i++) aeroWgt += compileFuselage((Fuselage*)_fuselages.get(i)); // Count up the absolute weight we have float nonAeroWgt = _ballast; for(i=0; i<_thrusters.size(); i++) nonAeroWgt += ((ThrustRec*)_thrusters.get(i))->mass; // Rescale to the specified empty weight float wscale = (_emptyWeight-nonAeroWgt)/aeroWgt; for(i=firstMass; inumMasses(); i++) body->setMass(i, body->getMass(i)*wscale); // Add the thruster masses for(i=0; i<_thrusters.size(); i++) { ThrustRec* t = (ThrustRec*)_thrusters.get(i); body->addMass(t->mass, t->cg); } // Add the tanks, empty for now. float totalFuel = 0; for(i=0; i<_tanks.size(); i++) { Tank* t = (Tank*)_tanks.get(i); t->handle = body->addMass(0, t->pos); totalFuel += t->cap; } _cruiseWeight = _emptyWeight + totalFuel*0.5f; _approachWeight = _emptyWeight + totalFuel*0.2f; body->recalc(); // Add surfaces for the landing gear. for(i=0; i<_gears.size(); i++) compileGear((GearRec*)_gears.get(i)); // The Thruster objects for(i=0; i<_thrusters.size(); i++) { ThrustRec* tr = (ThrustRec*)_thrusters.get(i); tr->handle = _model.addThruster(tr->thruster); } // Ground effect if(_wing) { float gepos[3]; float gespan = 0; gespan = _wing->getGroundEffect(gepos); _model.setGroundEffect(gepos, gespan, 0.15f); } solveGear(); if(_wing && _tail) solve(); else { // The rotor(s) mass: compileRotorgear(); solveHelicopter(); } // Do this after solveGear, because it creates "gear" objects that // we don't want to affect. compileContactPoints(); } void Airplane::solveGear() { float cg[3], pos[3]; _model.getBody()->getCG(cg); // Calculate spring constant weightings for the gear. Weight by // the inverse of the distance to the c.g. in the XY plane, which // should be correct for most gear arrangements. Add 50cm of // "buffer" to keep things from blowing up with aircraft with a // single gear very near the c.g. (AV-8, for example). float total = 0; int i; for(i=0; i<_gears.size(); i++) { GearRec* gr = (GearRec*)_gears.get(i); Gear* g = gr->gear; g->getPosition(pos); Math::sub3(cg, pos, pos); gr->wgt = 1.0f/(0.5f+Math::sqrt(pos[0]*pos[0] + pos[1]*pos[1])); if (!g->getIgnoreWhileSolving()) total += gr->wgt; } // Renormalize so they sum to 1 for(i=0; i<_gears.size(); i++) ((GearRec*)_gears.get(i))->wgt /= total; // The force at max compression should be sufficient to stop a // plane moving downwards at 2x the approach descent rate. Assume // a 3 degree approach. float descentRate = 2.0f*_approachSpeed/19.1f; // Spread the kinetic energy according to the gear weights. This // will results in an equal compression fraction (not distance) of // each gear. float energy = 0.5f*_approachWeight*descentRate*descentRate; for(i=0; i<_gears.size(); i++) { GearRec* gr = (GearRec*)_gears.get(i); float e = energy * gr->wgt; float comp[3]; gr->gear->getCompression(comp); float len = Math::mag3(comp)*(1+2*gr->gear->getInitialLoad()); // Energy in a spring: e = 0.5 * k * len^2 float k = 2 * e / (len*len); gr->gear->setSpring(k * gr->gear->getSpring()); // Critically damped (too damped, too!) gr->gear->setDamping(2*Math::sqrt(k*_approachWeight*gr->wgt) * gr->gear->getDamping()); } } void Airplane::initEngines() { for(int i=0; i<_thrusters.size(); i++) { ThrustRec* tr = (ThrustRec*)_thrusters.get(i); tr->thruster->init(); } } void Airplane::stabilizeThrust() { int i; for(i=0; i<_thrusters.size(); i++) _model.getThruster(i)->stabilize(); } void Airplane::setupWeights(bool isApproach) { int i; for(i=0; i<_weights.size(); i++) setWeight(i, 0); for(i=0; i<_solveWeights.size(); i++) { SolveWeight* w = (SolveWeight*)_solveWeights.get(i); if(w->approach == isApproach) setWeight(w->idx, w->wgt); } } void Airplane::runCruise() { setupState(_cruiseAoA, _cruiseSpeed,_approachGlideAngle, &_cruiseState); _model.setState(&_cruiseState); _model.setAir(_cruiseP, _cruiseT, Atmosphere::calcStdDensity(_cruiseP, _cruiseT)); // The control configuration _controls.reset(); int i; for(i=0; i<_cruiseControls.size(); i++) { Control* c = (Control*)_cruiseControls.get(i); _controls.setInput(c->control, c->val); } _controls.applyControls(1000000); // Huge dt value // The local wind float wind[3]; Math::mul3(-1, _cruiseState.v, wind); Math::vmul33(_cruiseState.orient, wind, wind); setFuelFraction(_cruiseFuel); setupWeights(false); // Set up the thruster parameters and iterate until the thrust // stabilizes. for(i=0; i<_thrusters.size(); i++) { Thruster* t = ((ThrustRec*)_thrusters.get(i))->thruster; t->setWind(wind); t->setAir(_cruiseP, _cruiseT, Atmosphere::calcStdDensity(_cruiseP, _cruiseT)); } stabilizeThrust(); updateGearState(); // Precompute thrust in the model, and calculate aerodynamic forces _model.getBody()->recalc(); _model.getBody()->reset(); _model.initIteration(); _model.calcForces(&_cruiseState); } void Airplane::runApproach() { setupState(_approachAoA, _approachSpeed,_approachGlideAngle, &_approachState); _model.setState(&_approachState); _model.setAir(_approachP, _approachT, Atmosphere::calcStdDensity(_approachP, _approachT)); // The control configuration _controls.reset(); int i; for(i=0; i<_approachControls.size(); i++) { Control* c = (Control*)_approachControls.get(i); _controls.setInput(c->control, c->val); } _controls.applyControls(1000000); // The local wind float wind[3]; Math::mul3(-1, _approachState.v, wind); Math::vmul33(_approachState.orient, wind, wind); setFuelFraction(_approachFuel); setupWeights(true); // Run the thrusters until they get to a stable setting. FIXME: // this is lots of wasted work. for(i=0; i<_thrusters.size(); i++) { Thruster* t = ((ThrustRec*)_thrusters.get(i))->thruster; t->setWind(wind); t->setAir(_approachP, _approachT, Atmosphere::calcStdDensity(_approachP, _approachT)); } stabilizeThrust(); updateGearState(); // Precompute thrust in the model, and calculate aerodynamic forces _model.getBody()->recalc(); _model.getBody()->reset(); _model.initIteration(); _model.calcForces(&_approachState); } void Airplane::applyDragFactor(float factor) { float applied = Math::pow(factor, SOLVE_TWEAK); _dragFactor *= applied; if(_wing) _wing->setDragScale(_wing->getDragScale() * applied); if(_tail) _tail->setDragScale(_tail->getDragScale() * applied); int i; for(i=0; i<_vstabs.size(); i++) { Wing* w = (Wing*)_vstabs.get(i); w->setDragScale(w->getDragScale() * applied); } for(i=0; i<_surfs.size(); i++) { Surface* s = (Surface*)_surfs.get(i); s->setTotalDrag(s->getTotalDrag() * applied); } } void Airplane::applyLiftRatio(float factor) { float applied = Math::pow(factor, SOLVE_TWEAK); _liftRatio *= applied; if(_wing) _wing->setLiftRatio(_wing->getLiftRatio() * applied); if(_tail) _tail->setLiftRatio(_tail->getLiftRatio() * applied); int i; for(i=0; i<_vstabs.size(); i++) { Wing* w = (Wing*)_vstabs.get(i); w->setLiftRatio(w->getLiftRatio() * applied); } } float Airplane::clamp(float val, float min, float max) { if(val < min) return min; if(val > max) return max; return val; } float Airplane::normFactor(float f) { if(f < 0) f = -f; if(f < 1) f = 1/f; return f; } void Airplane::solve() { static const float ARCMIN = 0.0002909f; float tmp[3]; _solutionIterations = 0; _failureMsg = 0; while(1) { if(_solutionIterations++ > 10000) { _failureMsg = "Solution failed to converge after 10000 iterations"; return; } // Run an iteration at cruise, and extract the needed numbers: runCruise(); _model.getThrust(tmp); float thrust = tmp[0] + _cruiseWeight * Math::sin(_cruiseGlideAngle) * 9.81; _model.getBody()->getAccel(tmp); Math::tmul33(_cruiseState.orient, tmp, tmp); float xforce = _cruiseWeight * tmp[0]; float clift0 = _cruiseWeight * tmp[2]; _model.getBody()->getAngularAccel(tmp); Math::tmul33(_cruiseState.orient, tmp, tmp); float pitch0 = tmp[1]; // Run an approach iteration, and do likewise runApproach(); _model.getBody()->getAngularAccel(tmp); Math::tmul33(_approachState.orient, tmp, tmp); double apitch0 = tmp[1]; _model.getBody()->getAccel(tmp); Math::tmul33(_approachState.orient, tmp, tmp); float alift = _approachWeight * tmp[2]; // Modify the cruise AoA a bit to get a derivative _cruiseAoA += ARCMIN; runCruise(); _cruiseAoA -= ARCMIN; _model.getBody()->getAccel(tmp); Math::tmul33(_cruiseState.orient, tmp, tmp); float clift1 = _cruiseWeight * tmp[2]; // Do the same with the tail incidence _tail->setIncidence(_tailIncidence + ARCMIN); runCruise(); _tail->setIncidence(_tailIncidence); _model.getBody()->getAngularAccel(tmp); Math::tmul33(_cruiseState.orient, tmp, tmp); float pitch1 = tmp[1]; // Now calculate: float awgt = 9.8f * _approachWeight; float dragFactor = thrust / (thrust-xforce); float liftFactor = awgt / (awgt+alift); float aoaDelta = -clift0 * (ARCMIN/(clift1-clift0)); float tailDelta = -pitch0 * (ARCMIN/(pitch1-pitch0)); // Sanity: if(dragFactor <= 0 || liftFactor <= 0) break; // And the elevator control in the approach. This works just // like the tail incidence computation (it's solving for the // same thing -- pitching moment -- by diddling a different // variable). const float ELEVDIDDLE = 0.001f; _approachElevator.val += ELEVDIDDLE; runApproach(); _approachElevator.val -= ELEVDIDDLE; _model.getBody()->getAngularAccel(tmp); Math::tmul33(_approachState.orient, tmp, tmp); double apitch1 = tmp[1]; float elevDelta = -apitch0 * (ELEVDIDDLE/(apitch1-apitch0)); // Now apply the values we just computed. Note that the // "minor" variables are deferred until we get the lift/drag // numbers in the right ballpark. applyDragFactor(dragFactor); applyLiftRatio(liftFactor); // DON'T do the following until the above are sane if(normFactor(dragFactor) > STHRESH*1.0001 || normFactor(liftFactor) > STHRESH*1.0001) { continue; } // OK, now we can adjust the minor variables: _cruiseAoA += SOLVE_TWEAK*aoaDelta; _tailIncidence += SOLVE_TWEAK*tailDelta; _cruiseAoA = clamp(_cruiseAoA, -0.175f, 0.175f); _tailIncidence = clamp(_tailIncidence, -0.175f, 0.175f); if(abs(xforce/_cruiseWeight) < STHRESH*0.0001 && abs(alift/_approachWeight) < STHRESH*0.0001 && abs(aoaDelta) < STHRESH*.000017 && abs(tailDelta) < STHRESH*.000017) { // If this finaly value is OK, then we're all done if(abs(elevDelta) < STHRESH*0.0001) break; // Otherwise, adjust and do the next iteration _approachElevator.val += SOLVE_TWEAK * elevDelta; if(abs(_approachElevator.val) > 1) { _failureMsg = "Insufficient elevator to trim for approach"; break; } } } if(_dragFactor < 1e-06 || _dragFactor > 1e6) { _failureMsg = "Drag factor beyond reasonable bounds."; return; } else if(_liftRatio < 1e-04 || _liftRatio > 1e4) { _failureMsg = "Lift ratio beyond reasonable bounds."; return; } else if(Math::abs(_cruiseAoA) >= .17453293) { _failureMsg = "Cruise AoA > 10 degrees"; return; } else if(Math::abs(_tailIncidence) >= .17453293) { _failureMsg = "Tail incidence > 10 degrees"; return; } } void Airplane::solveHelicopter() { _solutionIterations = 0; _failureMsg = 0; if (getRotorgear()!=0) { Rotorgear* rg = getRotorgear(); applyDragFactor(Math::pow(rg->getYasimDragFactor()/1000, 1/SOLVE_TWEAK)); applyLiftRatio(Math::pow(rg->getYasimLiftFactor(), 1/SOLVE_TWEAK)); } else //huh, no wing and no rotor? (_rotorgear is constructed, //if a rotor is defined { applyDragFactor(Math::pow(15.7/1000, 1/SOLVE_TWEAK)); applyLiftRatio(Math::pow(104, 1/SOLVE_TWEAK)); } setupState(0,0,0, &_cruiseState); _model.setState(&_cruiseState); setupWeights(true); _controls.reset(); _model.getBody()->reset(); _model.setAir(_cruiseP, _cruiseT, Atmosphere::calcStdDensity(_cruiseP, _cruiseT)); } }; // namespace yasim