_agl = 0;
_crashed = false;
+ _turb = 0;
}
Model::~Model()
int i;
for(i=0; i<3; i++)
_gyro[i] = _torque[i] = 0;
+
+ // Need a local altitude for the wind calculation
+ float dummy[3];
+ float alt = Math::abs(localGround(_s, dummy));
+
for(i=0; i<_thrusters.size(); i++) {
Thruster* t = (Thruster*)_thrusters.get(i);
// Get the wind velocity at the thruster location
float pos[3], v[3];
t->getPosition(pos);
- localWind(pos, _s, v);
+ localWind(pos, _s, v, alt);
t->setWind(v);
t->setAir(_pressure, _temp, _rho);
t->getGyro(v);
Math::add3(v, _gyro, _gyro);
}
+
+ // Displace the turbulence coordinates according to the local wind.
+ if(_turb) {
+ float toff[3];
+ Math::mul3(_integrator.getInterval(), _wind, toff);
+ _turb->offset(toff);
+ }
}
// FIXME: This method looks to me like it's doing *integration*, not
// (v dot _ground)-_ground[3] gives the distance AGL.
void Model::setGroundPlane(double* planeNormal, double fromOrigin)
{
- int i;
- for(i=0; i<3; i++) _ground[i] = planeNormal[i];
+ for(int i=0; i<3; i++) _ground[i] = planeNormal[i];
_ground[3] = fromOrigin;
}
_body.addForce(pos, thrust);
}
+ // Get a ground plane in local coordinates. The first three
+ // elements are the normal vector, the final one is the distance
+ // from the local origin along that vector to the ground plane
+ // (negative for objects "above" the ground)
+ float ground[4];
+ ground[3] = localGround(s, ground);
+ float alt = Math::abs(ground[3]);
+
// Gravity, convert to a force, then to local coordinates
float grav[3];
Glue::geodUp(s->pos, grav);
// Vsurf = wind - velocity + (rot cross (cg - pos))
float vs[3], pos[3];
sf->getPosition(pos);
- localWind(pos, s, vs);
+ localWind(pos, s, vs, alt);
float force[3], torque[3];
sf->calcForce(vs, _rho, force, torque);
// Vsurf = wind - velocity + (rot cross (cg - pos))
float vs[3], pos[3];
sf->getPosition(pos);
- localWind(pos, s, vs);
+ localWind(pos, s, vs, alt);
float force[3], torque[3];
sf->calcForce(vs, _rho, force, torque);
// Vsurf = wind - velocity + (rot cross (cg - pos))
float vs[3], pos[3];
sf->getPosition(pos);
- localWind(pos, s, vs);
+ localWind(pos, s, vs, alt);
float force[3], torque[3];
sf->calcForce(vs, _rho, force, torque);
_body.addTorque(torque);
}
- // Get a ground plane in local coordinates. The first three
- // elements are the normal vector, the final one is the distance
- // from the local origin along that vector to the ground plane
- // (negative for objects "above" the ground)
- float ground[4];
- ground[3] = localGround(s, ground);
-
// Account for ground effect by multiplying the vertical force
// component by an amount linear with the fraction of the wingspan
// above the ground.
// Calculates the airflow direction at the given point and for the
// specified aircraft velocity.
-void Model::localWind(float* pos, State* s, float* out)
-{
- // Most of the input is in global coordinates. Fix that.
- float lwind[3], lrot[3], lv[3];
- Math::vmul33(s->orient, _wind, lwind);
+void Model::localWind(float* pos, State* s, float* out, float alt)
+{
+ float tmp[3], lwind[3], lrot[3], lv[3];
+
+ // Get a global coordinate for our local position, and calculate
+ // turbulence.
+ if(_turb) {
+ double gpos[3]; float up[3];
+ Math::tmul33(s->orient, pos, tmp);
+ for(int i=0; i<3; i++) {
+ gpos[i] = s->pos[i] + tmp[i];
+ up[i] = _ground[i];
+ }
+ _turb->getTurbulence(gpos, alt, up, lwind);
+ Math::add3(_wind, lwind, lwind);
+ } else {
+ Math::set3(_wind, lwind);
+ }
+
+ // Convert to local coordinates
+ Math::vmul33(s->orient, lwind, lwind);
Math::vmul33(s->orient, s->rot, lrot);
Math::vmul33(s->orient, s->v, lv);