T_dev_sl = T_dev = delta_T = 0.0;
StandardTempOnly = false;
first_pass = true;
- vGustNED(1) = vGustNED(2) = vGustNED(3) = 0.0; bgustSet = false;
- vTurbulence(1) = vTurbulence(2) = vTurbulence(3) = 0.0;
+ vGustNED.InitMatrix();
+ vTurbulenceNED.InitMatrix();
bind();
Debug(0);
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
// Calculate parameters derived from T, P and rho
+// Sum gust and turbulence values in NED frame into the wind vector.
void FGAtmosphere::CalculateDerived(void)
{
T_dev = (*temperature) - GetTemperature(h);
density_altitude = h + T_dev * 66.7;
- if (turbType == ttStandard || ttCulp) {
- Turbulence();
- vWindNED += vGustNED + vTurbulence;
- }
- if (vWindNED(1) != 0.0) psiw = atan2( vWindNED(2), vWindNED(1) );
+ if (turbType == ttStandard || ttCulp) Turbulence();
+
+ vTotalWindNED = vWindNED + vGustNED + vTurbulenceNED;
+
+ if (vWindNED(eX) != 0.0) psiw = atan2( vWindNED(eY), vWindNED(eX) );
if (psiw < 0) psiw += 2*M_PI;
soundspeed = sqrt(SHRatio*Reng*(*temperature));
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+void FGAtmosphere::SetWindspeed(double speed)
+{
+ if (vWindNED.Magnitude() == 0.0) {
+ psiw = 0.0;
+ vWindNED(eNorth) = speed;
+ } else {
+ vWindNED(eNorth) = speed * cos(psiw);
+ vWindNED(eEast) = speed * sin(psiw);
+ vWindNED(eDown) = 0.0;
+ }
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+double FGAtmosphere::GetWindspeed(void) const
+{
+ return vWindNED.Magnitude();
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGAtmosphere::SetWindPsi(double dir)
+{
+ double mag = GetWindspeed();
+ psiw = dir;
+ SetWindspeed(mag);
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
void FGAtmosphere::Turbulence(void)
{
switch (turbType) {
// Diminish turbulence within three wingspans
// of the ground
- vTurbulence = TurbGain * Magnitude * vDirection;
+ vTurbulenceNED = TurbGain * Magnitude * vDirection;
double HOverBMAC = Auxiliary->GetHOverBMAC();
if (HOverBMAC < 3.0)
- vTurbulence *= (HOverBMAC / 3.0) * (HOverBMAC / 3.0);
+ vTurbulenceNED *= (HOverBMAC / 3.0) * (HOverBMAC / 3.0);
// I don't believe these next two statements calculate the proper gradient over
// the aircraft body. One reason is because this has no relationship with the
// that we've used them to calculate
// moments.
// Why? (JSB)
-// vTurbulence(eX) = 0.0;
-// vTurbulence(eY) = 0.0;
+// vTurbulenceNED(eX) = 0.0;
+// vTurbulenceNED(eY) = 0.0;
break;
}
vDirection.Normalize();
- vTurbulence = TurbGain*Magnitude * vDirection;
+ vTurbulenceNED = TurbGain*Magnitude * vDirection;
vTurbulenceGrad = TurbGain*MagnitudeAccel * vDirection;
vBodyTurbGrad = Propagate->GetTl2b()*vTurbulenceGrad;
// max vertical wind speed in fps, corresponds to TurbGain = 1.0
double max_vs = 40;
- vTurbulence(1) = vTurbulence(2) = vTurbulence(3) = 0.0;
+ vTurbulenceNED(1) = vTurbulenceNED(2) = vTurbulenceNED(3) = 0.0;
double delta = strength * max_vs * TurbGain * (1-Rhythmicity) * spike;
// Vertical component of turbulence.
- vTurbulence(3) = sinewave * max_vs * TurbGain * Rhythmicity;
- vTurbulence(3)+= delta;
+ vTurbulenceNED(3) = sinewave * max_vs * TurbGain * Rhythmicity;
+ vTurbulenceNED(3)+= delta;
double HOverBMAC = Auxiliary->GetHOverBMAC();
if (HOverBMAC < 3.0)
- vTurbulence(3) *= HOverBMAC * 0.3333;
+ vTurbulenceNED(3) *= HOverBMAC * 0.3333;
// Yaw component of turbulence.
- vTurbulence(1) = sin( delta * 3.0 );
- vTurbulence(2) = cos( delta * 3.0 );
+ vTurbulenceNED(1) = sin( delta * 3.0 );
+ vTurbulenceNED(2) = cos( delta * 3.0 );
// Roll component of turbulence. Clockwise vortex causes left roll.
vTurbPQR(eP) += delta * 0.04;
PropertyManager->Tie("atmosphere/delta-T", this, &FGAtmosphere::GetDeltaT, &FGAtmosphere::SetDeltaT);
PropertyManager->Tie("atmosphere/T-sl-dev-F", this, &FGAtmosphere::GetSLTempDev, &FGAtmosphere::SetSLTempDev);
PropertyManager->Tie("atmosphere/density-altitude", this, &FGAtmosphere::GetDensityAltitude);
+
+ PropertyManager->Tie("atmosphere/wind-north-fps", this, eNorth, (PMF)&FGAtmosphere::GetWindNED,
+ (PMFd)&FGAtmosphere::SetWindNED);
+ PropertyManager->Tie("atmosphere/wind-east-fps", this, eEast, (PMF)&FGAtmosphere::GetWindNED,
+ (PMFd)&FGAtmosphere::SetWindNED);
+ PropertyManager->Tie("atmosphere/wind-down-fps", this, eDown, (PMF)&FGAtmosphere::GetWindNED,
+ (PMFd)&FGAtmosphere::SetWindNED);
+ PropertyManager->Tie("atmosphere/wind-from-cw", this, &FGAtmosphere::GetWindFromClockwise,
+ &FGAtmosphere::SetWindFromClockwise);
+ PropertyManager->Tie("atmosphere/wind-mag-fps", this, &FGAtmosphere::GetWindspeed,
+ &FGAtmosphere::SetWindspeed);
+ PropertyManager->Tie("atmosphere/total-wind-north-fps", this, eNorth, (PMF)&FGAtmosphere::GetTotalWindNED);
+ PropertyManager->Tie("atmosphere/total-wind-east-fps", this, eEast, (PMF)&FGAtmosphere::GetTotalWindNED);
+ PropertyManager->Tie("atmosphere/total-wind-down-fps", this, eDown, (PMF)&FGAtmosphere::GetTotalWindNED);
+
+ PropertyManager->Tie("atmosphere/gust-north-fps", this, eNorth, (PMF)&FGAtmosphere::GetGustNED,
+ (PMFd)&FGAtmosphere::SetGustNED);
+ PropertyManager->Tie("atmosphere/gust-east-fps", this, eEast, (PMF)&FGAtmosphere::GetGustNED,
+ (PMFd)&FGAtmosphere::SetGustNED);
+ PropertyManager->Tie("atmosphere/gust-down-fps", this, eDown, (PMF)&FGAtmosphere::GetGustNED,
+ (PMFd)&FGAtmosphere::SetGustNED);
+
PropertyManager->Tie("atmosphere/p-turb-rad_sec", this,1, (PMF)&FGAtmosphere::GetTurbPQR);
PropertyManager->Tie("atmosphere/q-turb-rad_sec", this,2, (PMF)&FGAtmosphere::GetTurbPQR);
PropertyManager->Tie("atmosphere/r-turb-rad_sec", this,3, (PMF)&FGAtmosphere::GetTurbPQR);
PropertyManager->Tie("atmosphere/turb-gain", this, &FGAtmosphere::GetTurbGain, &FGAtmosphere::SetTurbGain);
PropertyManager->Tie("atmosphere/turb-rhythmicity", this, &FGAtmosphere::GetRhythmicity,
&FGAtmosphere::SetRhythmicity);
- PropertyManager->Tie("atmosphere/gust-north-fps", this,1, (PMF)&FGAtmosphere::GetGustNED,
- (PMFd)&FGAtmosphere::SetGustNED);
- PropertyManager->Tie("atmosphere/gust-east-fps", this,2, (PMF)&FGAtmosphere::GetGustNED,
- (PMFd)&FGAtmosphere::SetGustNED);
- PropertyManager->Tie("atmosphere/gust-down-fps", this,3, (PMF)&FGAtmosphere::GetGustNED,
- (PMFd)&FGAtmosphere::SetGustNED);
- PropertyManager->Tie("atmosphere/wind-from-cw", this, &FGAtmosphere::GetWindFromClockwise,
- &FGAtmosphere::SetWindFromClockwise);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
if (debug_lvl & 128) { // Turbulence
if (first_pass && from == 2) {
first_pass = false;
- cout << "vTurbulence(X), vTurbulence(Y), vTurbulence(Z), "
+ cout << "vTurbulenceNED(X), vTurbulenceNED(Y), vTurbulenceNED(Z), "
<< "vTurbulenceGrad(X), vTurbulenceGrad(Y), vTurbulenceGrad(Z), "
<< "vDirection(X), vDirection(Y), vDirection(Z), "
<< "Magnitude, "
<< "vTurbPQR(P), vTurbPQR(Q), vTurbPQR(R), " << endl;
}
if (from == 2) {
- cout << vTurbulence << ", " << vTurbulenceGrad << ", " << vDirection << ", " << Magnitude << ", " << vTurbPQR << endl;
+ cout << vTurbulenceNED << ", " << vTurbulenceGrad << ", " << vDirection << ", " << Magnitude << ", " << vTurbPQR << endl;
}
}
if (debug_lvl & 64) {