#include #include "Atmosphere.hpp" #include "Math.hpp" #include "Propeller.hpp" namespace yasim { Propeller::Propeller(float radius, float v, float omega, float rho, float power) { // Initialize numeric constants: _lambdaPeak = Math::pow(5.0, -1.0/4.0); _beta = 1.0f/(Math::pow(5.0f, -1.0f/4.0f) - Math::pow(5.0f, -5.0f/4.0f)); _r = radius; _etaC = 0.85f; // make this settable? _j0 = v/(omega*_lambdaPeak); _baseJ0 = _j0; float V2 = v*v + (_r*omega)*(_r*omega); _f0 = 2*_etaC*power/(rho*v*V2); _matchTakeoff = false; _manual = false; _proppitch = 0; } void Propeller::setTakeoff(float omega0, float power0) { // Takeoff thrust coefficient at lambda==0 _matchTakeoff = true; float V2 = _r*omega0 * _r*omega0; float gamma = _etaC * _beta / _j0; float torque = power0 / omega0; float density = Atmosphere::getStdDensity(0); _tc0 = (torque * gamma) / (0.5f * density * V2 * _f0); } void Propeller::modPitch(float mod) { _j0 *= mod; if(_j0 < 0.25f*_baseJ0) _j0 = 0.25f*_baseJ0; if(_j0 > 4*_baseJ0) _j0 = 4*_baseJ0; } void Propeller::setManualPitch() { _manual = true; } void Propeller::setPropPitch(float proppitch) { // makes only positive range of axis effective. _proppitch = Math::clamp(proppitch, 0, 1); } void Propeller::calc(float density, float v, float omega, float* thrustOut, float* torqueOut) { if (_manual) { float pps = _proppitch * 0.9999f; // avoid singularity pps = 1 + ( Math::pow(pps,-1/(pps-1)) - Math::pow(pps,-pps/(pps-1)) ); _j0 = (4*_baseJ0) - ( ((4*_baseJ0) - (0.26f*_baseJ0)) * pps ); } float tipspd = _r*omega; float V2 = v*v + tipspd*tipspd; // Clamp v (forward velocity) to zero, now that we've used it to // calculate V (propeller "speed") if(v < 0) v = 0; // The model doesn't work for propellers turning backwards. if(omega < 0.001) omega = 0.001; float J = v/omega; float lambda = J/_j0; float torque = 0; if(lambda > 1) { lambda = 1.0f/lambda; torque = (density*V2*_f0*_j0)/(4*_etaC*_beta*(1-_lambdaPeak)); } // There's an undefined point at 1. Just offset by a tiny bit to // fix (note: the discontinuity is at EXACTLY one, this is about // the only time in history you'll see me use == on a floating // point number!) if(lambda == 1.0) lambda = 0.9999f; // Calculate lambda^4 float l4 = lambda*lambda; l4 = l4*l4; // thrust/torque ratio float gamma = (_etaC*_beta/_j0)*(1-l4); // Compute a thrust, clamp to takeoff thrust to prevend huge // numbers at slow speeds. float tc = (1 - lambda) / (1 - _lambdaPeak); if(_matchTakeoff && tc > _tc0) tc = _tc0; float thrust = 0.5f * density * V2 * _f0 * tc; if(torque > 0) { torque -= thrust/gamma; thrust = -thrust; } else { torque = thrust/gamma; } *thrustOut = thrust; *torqueOut = torque; } }; // namespace yasim