351 lines
8.6 KiB
C++
351 lines
8.6 KiB
C++
#include <stdio.h>
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#include "Atmosphere.hpp"
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#include "Thruster.hpp"
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#include "Math.hpp"
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#include "RigidBody.hpp"
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#include "Integrator.hpp"
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#include "Propeller.hpp"
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#include "PistonEngine.hpp"
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#include "Gear.hpp"
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#include "Surface.hpp"
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#include "Glue.hpp"
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#include "Model.hpp"
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namespace yasim {
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void printState(State* s)
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{
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State tmp = *s;
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Math::vmul33(tmp.orient, tmp.v, tmp.v);
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Math::vmul33(tmp.orient, tmp.acc, tmp.acc);
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Math::vmul33(tmp.orient, tmp.rot, tmp.rot);
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Math::vmul33(tmp.orient, tmp.racc, tmp.racc);
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printf("\nNEW STATE (LOCAL COORDS)\n");
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printf("pos: %10.2f %10.2f %10.2f\n", tmp.pos[0], tmp.pos[1], tmp.pos[2]);
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printf("o: ");
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int i;
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for(i=0; i<3; i++) {
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if(i != 0) printf(" ");
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printf("%6.2f %6.2f %6.2f\n",
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tmp.orient[3*i+0], tmp.orient[3*i+1], tmp.orient[3*i+2]);
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}
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printf("v: %6.2f %6.2f %6.2f\n", tmp.v[0], tmp.v[1], tmp.v[2]);
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printf("acc: %6.2f %6.2f %6.2f\n", tmp.acc[0], tmp.acc[1], tmp.acc[2]);
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printf("rot: %6.2f %6.2f %6.2f\n", tmp.rot[0], tmp.rot[1], tmp.rot[2]);
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printf("rac: %6.2f %6.2f %6.2f\n", tmp.racc[0], tmp.racc[1], tmp.racc[2]);
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}
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Model::Model()
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{
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int i;
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for(i=0; i<3; i++) _wind[i] = 0;
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_integrator.setBody(&_body);
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_integrator.setEnvironment(this);
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// Default value of 30 Hz
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_integrator.setInterval(1.0f/30.0f);
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_agl = 0;
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_crashed = false;
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}
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Model::~Model()
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{
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// FIXME: who owns these things? Need a policy
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}
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void Model::getThrust(float* out)
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{
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float tmp[3];
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out[0] = out[1] = out[2] = 0;
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int i;
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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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t->getThrust(tmp);
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Math::add3(tmp, out, out);
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}
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}
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void Model::initIteration()
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{
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// Precompute torque and angular momentum for the thrusters
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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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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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t->setWind(v);
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t->setAir(_pressure, _temp);
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t->integrate(_integrator.getInterval());
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t->getTorque(v);
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Math::add3(v, _torque, _torque);
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t->getGyro(v);
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Math::add3(v, _gyro, _gyro);
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}
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}
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void Model::iterate()
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{
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initIteration();
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_body.recalc(); // FIXME: amortize this, somehow
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_integrator.calcNewInterval();
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}
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bool Model::isCrashed()
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{
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return _crashed;
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}
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void Model::setCrashed(bool crashed)
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{
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_crashed = crashed;
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}
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float Model::getAGL()
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{
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return _agl;
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}
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State* Model::getState()
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{
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return _s;
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}
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void Model::setState(State* s)
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{
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_integrator.setState(s);
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_s = _integrator.getState();
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}
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RigidBody* Model::getBody()
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{
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return &_body;
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}
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Integrator* Model::getIntegrator()
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{
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return &_integrator;
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}
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Surface* Model::getSurface(int handle)
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{
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return (Surface*)_surfaces.get(handle);
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}
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int Model::addThruster(Thruster* t)
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{
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return _thrusters.add(t);
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}
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int Model::numThrusters()
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{
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return _thrusters.size();
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}
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Thruster* Model::getThruster(int handle)
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{
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return (Thruster*)_thrusters.get(handle);
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}
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void Model::setThruster(int handle, Thruster* t)
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{
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_thrusters.set(handle, t);
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}
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int Model::addSurface(Surface* surf)
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{
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return _surfaces.add(surf);
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}
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int Model::addGear(Gear* gear)
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{
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return _gears.add(gear);
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}
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void Model::setGroundEffect(float* pos, float span, float mul)
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{
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Math::set3(pos, _wingCenter);
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_groundEffectSpan = span;
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_groundEffect = mul;
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}
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// The first three elements are a unit vector pointing from the global
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// origin to the plane, the final element is the distance from the
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// origin (the radius of the earth, in most implementations). So
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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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_ground[3] = fromOrigin;
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}
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void Model::setAir(float pressure, float temp)
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{
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_pressure = pressure;
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_temp = temp;
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_rho = Atmosphere::calcDensity(pressure, temp);
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}
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void Model::setWind(float* wind)
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{
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Math::set3(wind, _wind);
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}
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void Model::calcForces(State* s)
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{
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// Add in the pre-computed stuff. These values aren't part of the
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// Runge-Kutta integration (they don't depend on position or
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// velocity), and are therefore constant across the four calls to
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// calcForces. They get computed before we begin the integration
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// step.
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_body.setGyro(_gyro);
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_body.addTorque(_torque);
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int i;
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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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float thrust[3], pos[3];
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t->getThrust(thrust);
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t->getPosition(pos);
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_body.addForce(pos, thrust);
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}
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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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Math::mul3(-9.8f * _body.getTotalMass(), grav, grav);
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Math::vmul33(s->orient, grav, grav);
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_body.addForce(grav);
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// Do each surface, remembering that the local velocity at each
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// point is different due to rotation.
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float faero[3];
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faero[0] = faero[1] = faero[2] = 0;
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for(i=0; i<_surfaces.size(); i++) {
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Surface* sf = (Surface*)_surfaces.get(i);
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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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float force[3], torque[3];
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sf->calcForce(vs, _rho, force, torque);
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Math::add3(faero, force, faero);
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_body.addForce(pos, force);
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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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float dist = ground[3] - Math::dot3(ground, _wingCenter);
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if(dist > 0 && dist < _groundEffectSpan) {
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float fz = Math::dot3(faero, ground);
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Math::mul3(fz * _groundEffect * dist/_groundEffectSpan,
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ground, faero);
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_body.addForce(faero);
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}
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// Convert the velocity and rotation vectors to local coordinates
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float lrot[3], lv[3];
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Math::vmul33(s->orient, s->rot, lrot);
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Math::vmul33(s->orient, s->v, lv);
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// The landing gear
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for(i=0; i<_gears.size(); i++) {
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float force[3], contact[3];
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Gear* g = (Gear*)_gears.get(i);
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g->calcForce(&_body, lv, lrot, ground);
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g->getForce(force, contact);
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_body.addForce(contact, force);
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}
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}
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void Model::newState(State* s)
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{
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_s = s;
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//printState(s);
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// Some simple collision detection
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float min = 1e8;
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float ground[4], pos[3], cmpr[3];
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ground[3] = localGround(s, ground);
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int i;
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for(i=0; i<_gears.size(); i++) {
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Gear* g = (Gear*)_gears.get(i);
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// Get the point of ground contact
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g->getPosition(pos);
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g->getCompression(cmpr);
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Math::mul3(g->getCompressFraction(), cmpr, cmpr);
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Math::add3(cmpr, pos, pos);
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float dist = ground[3] - Math::dot3(pos, ground);
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// Find the lowest one
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if(dist < min)
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min = dist;
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}
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_agl = min;
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if(_agl < -1) // Allow for some integration slop
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_crashed = true;
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}
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// Returns a unit "down" vector for the ground in out, and the
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// distance from the local origin to the ground as the return value.
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// So for a given position V, "dist - (V dot out)" will be the height
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// AGL.
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float Model::localGround(State* s, float* out)
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{
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// Get the ground's "down" vector, this can be in floats, because
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// we don't need positioning accuracy. The direction has plenty
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// of accuracy after truncation.
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out[0] = -(float)_ground[0];
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out[1] = -(float)_ground[1];
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out[2] = -(float)_ground[2];
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Math::vmul33(s->orient, out, out);
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// The distance from the ground to the Aircraft's origin:
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double dist = (s->pos[0]*_ground[0]
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+ s->pos[1]*_ground[1]
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+ s->pos[2]*_ground[2] - _ground[3]);
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return (float)dist;
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}
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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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{
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// Most of the input is in global coordinates. Fix that.
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float lwind[3], lrot[3], lv[3];
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Math::vmul33(s->orient, _wind, lwind);
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Math::vmul33(s->orient, s->rot, lrot);
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Math::vmul33(s->orient, s->v, lv);
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_body.pointVelocity(pos, lrot, out); // rotational velocity
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Math::mul3(-1, out, out); // (negated)
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Math::add3(lwind, out, out); // + wind
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Math::sub3(out, lv, out); // - velocity
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}
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}; // namespace yasim
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