#include "Math.hpp" #include "Propeller.hpp" #include "Engine.hpp" #include "PropEngine.hpp" namespace yasim { PropEngine::PropEngine(Propeller* prop, Engine* eng, float moment) { // Start off at 500rpm, because the start code doesn't exist yet _omega = 52.3f; _dir[0] = 1; _dir[1] = 0; _dir[2] = 0; _variable = false; _gearRatio = 1; _prop = prop; _eng = eng; _moment = moment; _fuel = true; _contra = false; } PropEngine::~PropEngine() { delete _prop; delete _eng; } void PropEngine::setMagnetos(int pos) { _magnetos = pos; } void PropEngine::setAdvance(float advance) { _advance = Math::clamp(advance, 0, 1); } void PropEngine::setPropPitch(float proppitch) { // update Propeller property _prop->setPropPitch(proppitch); } void PropEngine::setPropFeather(int state) { // toggle prop feathering on/off _prop->setPropFeather(state); } void PropEngine::setVariableProp(float min, float max) { _variable = true; _minOmega = min; _maxOmega = max; } bool PropEngine::isRunning() { return _eng->isRunning(); } bool PropEngine::isCranking() { return _eng->isCranking(); } float PropEngine::getOmega() { return _omega; } void PropEngine::setOmega (float omega) { _omega = omega; } void PropEngine::getThrust(float* out) { int i; for(i=0; i<3; i++) out[i] = _thrust[i]; } void PropEngine::getTorque(float* out) { int i; for(i=0; i<3; i++) out[i] = _torque[i]; } void PropEngine::getGyro(float* out) { int i; for(i=0; i<3; i++) out[i] = _gyro[i]; } float PropEngine::getFuelFlow() { return _fuelFlow; } void PropEngine::stabilize() { float speed = -Math::dot3(_wind, _dir); _eng->setThrottle(_throttle); _eng->setMixture(_mixture); _eng->setStarter(false); _eng->setMagnetos(3); bool running_state = _eng->isRunning(); _eng->setRunning(true); if(_variable) { _omega = _minOmega + _advance * (_maxOmega - _minOmega); _prop->modPitch(1e6); // Start at maximum pitch and move down } else { _omega = 52; } bool goingUp = false; float step = 10; // If we cannot manage this in 100 iterations, give up. for (int n = 0; n < 100; n++) { float ptau, thrust; _prop->calc(_rho, speed, _omega * _gearRatio, &thrust, &ptau); _eng->calc(_pressure, _temp, _omega); _eng->stabilize(); // Do it again -- the turbo sets the target MP in the first // run, stabilize sets the current to the target, then we need // to run again to get the correct output torque. Clumsy, but // it works without side effects (other than solver // performance). In the future, the Engine objects should // store state to allow them to do the work themselves. _eng->calc(_pressure, _temp, _omega); // Compute torque as seen by the engine's end of the gearbox. // The propeller will be moving more slowly (for gear ratios // less than one), so it's torque will be higher than the // engine's, so multiply by _gearRatio to get the engine-side // value. ptau *= _gearRatio; float etau = _eng->getTorque(); float tdiff = etau - ptau; Math::mul3(thrust, _dir, _thrust); if(Math::abs(tdiff/(_moment * _gearRatio)) < 0.1) break; if(tdiff > 0) { if(!goingUp) step *= 0.5f; goingUp = true; if(!_variable) _omega += step; else _prop->modPitch(1+(step*0.005f)); } else { if(goingUp) step *= 0.5f; goingUp = false; if(!_variable) _omega -= step; else _prop->modPitch(1-(step*0.005f)); } } // ...and back off _eng->setRunning(running_state); } void PropEngine::init() { _omega = 0.01f; _eng->setStarter(false); _eng->setMagnetos(0); } void PropEngine::integrate(float dt) { float speed = -Math::dot3(_wind, _dir); float propTorque, engTorque, thrust; _eng->setThrottle(_throttle); _eng->setStarter(_starter); _eng->setMagnetos(_magnetos); _eng->setMixture(_mixture); _eng->setFuelState(_fuel); _prop->calc(_rho, speed, _omega * _gearRatio, &thrust, &propTorque); if(_omega == 0.0) _omega = 0.001; // hack to get around reports of NaNs somewhere... propTorque *= _gearRatio; _eng->calc(_pressure, _temp, _omega); _eng->integrate(dt); engTorque = _eng->getTorque(); _fuelFlow = _eng->getFuelFlow(); // Turn the thrust into a vector and save it Math::mul3(thrust, _dir, _thrust); // We do our "RPM" computations on the engine's side of the // world, so modify the moment value accordingly. float momt = _moment * _gearRatio; // Euler-integrate the RPM. This doesn't need the full-on // Runge-Kutta stuff. float rotacc = (engTorque-propTorque)/Math::abs(momt); _omega += dt * rotacc; if (_omega < 0) _omega = 0 - _omega; // don't allow negative RPM // FIXME: introduce proper windmilling // Store the total angular momentum into _gyro, unless the // propeller is a counter-rotating pair (which has zero net // angular momentum, even though it *does* have an MoI for // acceleration purposes). Math::mul3(_contra ? 0 : _omega*momt, _dir, _gyro); // Accumulate the engine torque, it acts on the body as a whole. // (Note: engine torque, not propeller torque. They can be // different, but the difference goes to accelerating the // rotation. It is the engine torque that is felt at the shaft // and works on the body.) (Note 2: contra-rotating propellers do // not exert net torque on the aircraft). float tau = _moment < 0 ? engTorque : -engTorque; Math::mul3(_contra ? 0 : tau, _dir, _torque); // Iterate the propeller governor, if we have one. Since engine // torque is basically constant with RPM, we want to make the // propeller torque at the target RPM equal to the engine by // varying the pitch. Assume the the torque goes as the square of // the RPM (roughly correct) and compute a "target" torque for the // _current_ RPM. Seek to that. This is sort of a continuous // Newton-Raphson, basically. if(_variable) { float targetPropSpd = _minOmega + _advance*(_maxOmega-_minOmega); float targetOmega = targetPropSpd / _gearRatio; // -> "engine omega" float ratio2 = (_omega*_omega)/(targetOmega*targetOmega); float targetTorque = engTorque * ratio2; float mod = propTorque < targetTorque ? 1.04f : (1.0f/1.04f); // Convert to an acceleration here, so that big propellers // don't seek faster than small ones. float diff = Math::abs((propTorque - targetTorque) / momt); if(diff < 10) mod = 1 + (mod-1)*(0.1f*diff); _prop->modPitch(mod); } } }; // namespace yasim