public static GetDensity ( UnityEngine.Vector3d position, CelestialBody body ) : double | ||
position | UnityEngine.Vector3d | |
body | CelestialBody | |
return | double |
public override Vector3d UnpackForces(Vector2 packedForces, double altitudeAboveSea, double velocity) { double rho = StockAeroUtil.GetDensity(altitudeAboveSea, body_); double scale = velocity * velocity * rho; return(new Vector3d((double)packedForces.x * scale, (double)packedForces.y * scale, 0.0)); }
private Vector3d getForces_FAR(CelestialBody body, Vector3d bodySpacePosition, Vector3d airVelocity, double angleOfAttack, double dt) { if (!isFARInitialized()) { return(new Vector3d(0, 0, 0)); } double altitudeAboveSea = bodySpacePosition.magnitude - body.Radius; double stockRho = StockAeroUtil.GetDensity(altitudeAboveSea, body); if (stockRho <= 0) { return(Vector3d.zero); } double rho = stockRho; rho = useNEAR ? stockRho : (double)FARAeroUtil_GetCurrentDensity.Invoke(null, new object[] { body, altitudeAboveSea, false }); #if !USE_CACHE return(computeForces_FAR(altitudeAboveSea, airVelocity, bodySpacePosition, angleOfAttack, dt)); #else //double approxMachNumber = useNEAR ? 0.0 : (double)FARAeroUtil_GetMachNumber.Invoke(null, new object[] { body_, body.maxAtmosphereAltitude * 0.5, new Vector3d((float)airVelocity.magnitude, 0, 0) }); //Util.PostSingleScreenMessage("machNum", "machNumber = " + actualMachNumber + " ; approx machNumber = " + approxMachNumber); Vector2 force = getCachedForce(airVelocity.magnitude, altitudeAboveSea, angleOfAttack); Vector3d forward = airVelocity.normalized; Vector3d right = Vector3d.Cross(forward, bodySpacePosition).normalized; Vector3d up = Vector3d.Cross(right, forward).normalized; return(forward * force.x + up * force.y); #endif }
public Vector3d getForces_StockAero(CelestialBody body, Vector3d bodySpacePosition, Vector3d airVelocity, double angleOfAttack, double dt) { Vector3d position = body.position + bodySpacePosition; double altitude = (position - body.position).magnitude - body.Radius; if (altitude > body.atmosphereDepth) { return(Vector3d.zero); } #if !USE_CACHE return(computeForces_StockAero(altitude, airVelocity, new Vector3(0, 1, 0), angleOfAttack, dt)); #else //double approxMachNumber = useNEAR ? 0.0 : (double)FARAeroUtil_GetMachNumber.Invoke(null, new object[] { body_, body.maxAtmosphereAltitude * 0.5, new Vector3d((float)airVelocity.magnitude, 0, 0) }); //Util.PostSingleScreenMessage("machNum", "machNumber = " + actualMachNumber + " ; approx machNumber = " + approxMachNumber); Vector2 force = getCachedForce(airVelocity.magnitude, altitude, angleOfAttack); // adjust force using the more accurate air density that we can compute knowing where the vessel is relatively to the sun and body double preciseRho = StockAeroUtil.GetDensity(position, body); double approximateRho = StockAeroUtil.GetDensity(altitude, body); if (approximateRho > 0) { force = force * (float)(preciseRho / approximateRho); } Vector3d forward = airVelocity.normalized; Vector3d right = Vector3d.Cross(forward, bodySpacePosition).normalized; Vector3d up = Vector3d.Cross(right, forward).normalized; return(forward * force.x + up * force.y); #endif }
public void FixedUpdate() { if (aerodynamicModel_ != null && vessel_ != null) { CelestialBody body = vessel_.orbit.referenceBody; Vector3d bodySpacePosition = vessel_.GetWorldPos3D() - body.position; Vector3d bodySpaceVelocity = vessel_.obt_velocity; double altitudeAboveSea = bodySpacePosition.magnitude - body.Radius; Vector3d airVelocity = bodySpaceVelocity - body.getRFrmVel(body.position + bodySpacePosition); #if DEBUG_COMPARE_FORCES Vector3d FARForce = FARBasicDragModel.debugForceAccumulator + FARWingAerodynamicModel.debugForceAccumulator; FARBasicDragModel.debugForceAccumulator = new Vector3d(0, 0, 0); FARWingAerodynamicModel.debugForceAccumulator = new Vector3d(0, 0, 0); double rho = FARAeroUtil.GetCurrentDensity(body, altitudeAboveSea); //double rho = vessel_.atmDensity; //double pressure = FlightGlobals.getStaticPressure(altitudeAboveSea, body); //double rho = FlightGlobals.getAtmDensity(pressure); double machNumber = FARAeroUtil.GetMachNumber(body, altitudeAboveSea, airVelocity); //double machNumber = airVelocity.magnitude / 300.0; Transform vesselTransform = vessel_.ReferenceTransform; Vector3d vesselBackward = (Vector3d)(-vesselTransform.up.normalized); Vector3d vesselForward = -vesselBackward; Vector3d vesselUp = (Vector3d)(-vesselTransform.forward.normalized); Vector3d vesselRight = Vector3d.Cross(vesselUp, vesselBackward).normalized; double AoA = Math.Acos(Vector3d.Dot(airVelocity.normalized, vesselForward.normalized)); if (Vector3d.Dot(airVelocity, vesselUp) > 0) { AoA = -AoA; } Vector3d predictedForce = aerodynamicModel_.computeForces_FAR(rho, machNumber, airVelocity, vesselUp, AoA, 0.05); aerodynamicModel_.Verbose = true; Vector3d predictedForceWithCache = aerodynamicModel_.computeForces(body, bodySpacePosition, airVelocity, AoA, 0.05); aerodynamicModel_.Verbose = false; Vector3d localFARForce = new Vector3d(Vector3d.Dot(FARForce, vesselRight), Vector3d.Dot(FARForce, vesselUp), Vector3d.Dot(FARForce, vesselBackward)); Vector3d localPredictedForce = new Vector3d(Vector3d.Dot(predictedForce, vesselRight), Vector3d.Dot(predictedForce, vesselUp), Vector3d.Dot(predictedForce, vesselBackward)); Vector3d localPredictedForceWithCache = new Vector3d(Vector3d.Dot(predictedForceWithCache, vesselRight), Vector3d.Dot(predictedForceWithCache, vesselUp), Vector3d.Dot(predictedForceWithCache, vesselBackward)); Util.PostSingleScreenMessage("FAR/predict comparison", "air vel=" + Math.Floor(airVelocity.magnitude) + ", AoA=" + (AoA * 180.0 / Math.PI) + ", FAR force=" + localFARForce + ", predicted force=" + localPredictedForce); Util.PostSingleScreenMessage("predict with cache", "predicted force with cache=" + localPredictedForceWithCache); #endif double approximateRho = StockAeroUtil.GetDensity(altitudeAboveSea, body); double preciseRho = StockAeroUtil.GetDensity(vessel_.GetWorldPos3D(), body); double actualRho = vessel_.atmDensity; Util.PostSingleScreenMessage("rho info", "preciseRho=" + preciseRho.ToString("0.0000") + " ; approximateRho=" + approximateRho.ToString("0.0000") + " ; actualRho=" + actualRho.ToString("0.0000")); } }
public override Vector2 PackForces(Vector3d forces, double altitudeAboveSea, double velocity) { double rho = StockAeroUtil.GetDensity(altitudeAboveSea, body_); // would be even better to use FAR method of computing the air density (which also depends on velocity), but this is already better than nothing if (rho < 0.0000000001) { return(new Vector2(0, 0)); } double invScale = 1.0 / (rho * Math.Max(1.0, velocity * velocity)); forces *= invScale; return(new Vector2((float)forces.x, (float)forces.y)); }
public override Vector2 PackForces(Vector3d forces, double altitudeAboveSea, double velocity) { double rho = StockAeroUtil.GetDensity(altitudeAboveSea, body_); if (rho < 0.0000000001) { return(new Vector2(0, 0)); } double invScale = 1.0 / (rho * Math.Max(1.0, velocity * velocity)); // divide by v² and rho before storing the force, to increase accuracy (the reverse operation is performed when reading from the cache) forces *= invScale; return(new Vector2((float)forces.x, (float)forces.y)); }
private Vector2 getCachedForce(double velocity, double altitudeAboveSea, double angleOfAttack) { precomputeCache(); //Util.PostSingleScreenMessage("getFARForce velocity", "velocity = " + velocity); float vFrac = (float)(velocity / maxFARVelocity * (double)(cachedFARForces.GetLength(0) - 1)); int vFloor = Math.Min(cachedFARForces.GetLength(0) - 2, (int)vFrac); vFrac = Math.Min(1.0f, vFrac - (float)vFloor); float aFrac = (float)((angleOfAttack / maxFARAngleOfAttack * 0.5 + 0.5) * (double)(cachedFARForces.GetLength(1) - 1)); int aFloor = Math.Max(0, Math.Min(cachedFARForces.GetLength(1) - 2, (int)aFrac)); aFrac = Math.Max(0.0f, Math.Min(1.0f, aFrac - (float)aFloor)); double maxAltitude = body_.atmosphereDepth; float mFrac = (float)(altitudeAboveSea / maxAltitude * (double)(cachedFARForces.GetLength(2) - 1)); int mFloor = Math.Max(0, Math.Min(cachedFARForces.GetLength(2) - 2, (int)mFrac)); mFrac = Math.Max(0.0f, Math.Min(1.0f, mFrac - (float)mFloor)); if (Verbose) { Util.PostSingleScreenMessage("cache cell", "cache cell: [" + vFloor + ", " + aFloor + ", " + mFloor + "]"); Util.PostSingleScreenMessage("altitude cell", "altitude cell: " + altitudeAboveSea + " / " + maxAltitude + " * " + (double)(cachedFARForces.GetLength(2) - 1)); } Vector2 res = sample3d(vFloor, vFrac, aFloor, aFrac, mFloor, mFrac); double stockRho = StockAeroUtil.GetDensity(altitudeAboveSea, body_); double rho = stockRho; if (!useStockModel) { rho = useNEAR ? stockRho : (double)FARAeroUtil_GetCurrentDensity.Invoke(null, new object[] { body_, altitudeAboveSea, false }); } res = res * (float)(velocity * velocity * rho); return(res); }
private Vector2 computeCacheEntry(int v, int a, int m) { double vel = maxFARVelocity * (double)v / (double)(cachedFARForces.GetLength(0) - 1); double v2 = Math.Max(1.0, vel * vel); Vector3d velocity = new Vector3d(vel, 0, 0); double maxAltitude = body_.atmosphereDepth; double currentAltitude = maxAltitude * (double)m / (double)(cachedFARForces.GetLength(2) - 1); double stockRho = StockAeroUtil.GetDensity(currentAltitude, body_); double rho = stockRho; if (!useStockModel) { if (!isFARInitialized()) { throw new Exception("Internal error"); } rho = useNEAR ? stockRho : (double)FARAeroUtil_GetCurrentDensity.Invoke(null, new object[] { body_, currentAltitude, false }); } if (rho < 0.0000000001) { return(new Vector2(0, 0)); } double invScale = 1.0 / (rho * v2); // divide by v² and rho before storing the force, to increase accuracy (the reverse operation is performed when reading from the cache) double AoA = maxFARAngleOfAttack * ((double)a / (double)(cachedFARForces.GetLength(1) - 1) * 2.0 - 1.0); Vector3d force; if (useStockModel) { force = computeForces_StockAero(currentAltitude, velocity, new Vector3(0, 1, 0), AoA, 0.25) * invScale; } else { force = computeForces_FAR(currentAltitude, velocity, new Vector3(0, 1, 0), AoA, 0.25) * invScale; } return(cachedFARForces[v, a, m] = new Vector2((float)force.x, (float)force.y)); }
internal static void DebugTelemetry() { if (!Util.IsFlight) { return; } double now = Planetarium.GetUniversalTime(); double dt = now - PreviousFrameTime; if (dt > 0.5 || dt < 0.0) { Vector3d bodySpacePosition = new Vector3d(); Vector3d bodySpaceVelocity = new Vector3d(); if (aerodynamicModel_ != null && Trajectories.IsVesselAttached) { CelestialBody body = Trajectories.AttachedVessel.orbit.referenceBody; bodySpacePosition = Trajectories.AttachedVessel.GetWorldPos3D() - body.position; bodySpaceVelocity = Trajectories.AttachedVessel.obt_velocity; double altitudeAboveSea = bodySpacePosition.magnitude - body.Radius; Vector3d airVelocity = bodySpaceVelocity - body.getRFrmVel(body.position + bodySpacePosition); double R = PreviousFramePos.magnitude; Vector3d gravityForce = PreviousFramePos * (-body.gravParameter / (R * R * R) * Trajectories.AttachedVessel.totalMass); Quaternion inverseRotationFix = body.inverseRotation ? Quaternion.AngleAxis((float)(body.angularVelocity.magnitude / Math.PI * 180.0 * dt), Vector3.up) : Quaternion.identity; Vector3d TotalForce = (bodySpaceVelocity - inverseRotationFix * PreviousFrameVelocity) * (Trajectories.AttachedVessel.totalMass / dt); TotalForce += bodySpaceVelocity * (dt * 0.000015); // numeric precision fix Vector3d ActualForce = TotalForce - gravityForce; Transform vesselTransform = Trajectories.AttachedVessel.ReferenceTransform; Vector3d vesselBackward = (Vector3d)(-vesselTransform.up.normalized); Vector3d vesselForward = -vesselBackward; Vector3d vesselUp = (Vector3d)(-vesselTransform.forward.normalized); Vector3d vesselRight = Vector3d.Cross(vesselUp, vesselBackward).normalized; double AoA = Math.Acos(Vector3d.Dot(airVelocity.normalized, vesselForward.normalized)); if (Vector3d.Dot(airVelocity, vesselUp) > 0) { AoA = -AoA; } VesselAerodynamicModel.DebugParts = true; Vector3d referenceForce = aerodynamicModel_.ComputeForces(20000, new Vector3d(0, 0, 1500), new Vector3d(0, 1, 0), 0); VesselAerodynamicModel.DebugParts = false; Vector3d predictedForce = aerodynamicModel_.ComputeForces(altitudeAboveSea, airVelocity, vesselUp, AoA); //VesselAerodynamicModel.Verbose = true; Vector3d predictedForceWithCache = aerodynamicModel_.GetForces(body, bodySpacePosition, airVelocity, AoA); //VesselAerodynamicModel.Verbose = false; Vector3d localTotalForce = new Vector3d( Vector3d.Dot(TotalForce, vesselRight), Vector3d.Dot(TotalForce, vesselUp), Vector3d.Dot(TotalForce, vesselBackward)); Vector3d localActualForce = new Vector3d( Vector3d.Dot(ActualForce, vesselRight), Vector3d.Dot(ActualForce, vesselUp), Vector3d.Dot(ActualForce, vesselBackward)); Vector3d localPredictedForce = new Vector3d( Vector3d.Dot(predictedForce, vesselRight), Vector3d.Dot(predictedForce, vesselUp), Vector3d.Dot(predictedForce, vesselBackward)); Vector3d localPredictedForceWithCache = new Vector3d( Vector3d.Dot(predictedForceWithCache, vesselRight), Vector3d.Dot(predictedForceWithCache, vesselUp), Vector3d.Dot(predictedForceWithCache, vesselBackward)); Telemetry.Send("ut", now); Telemetry.Send("altitude", Trajectories.AttachedVessel.altitude); Telemetry.Send("airspeed", Math.Floor(airVelocity.magnitude)); Telemetry.Send("aoa", (AoA * 180.0 / Math.PI)); Telemetry.Send("force_actual", localActualForce.magnitude); Telemetry.Send("force_actual.x", localActualForce.x); Telemetry.Send("force_actual.y", localActualForce.y); Telemetry.Send("force_actual.z", localActualForce.z); //Telemetry.Send("force_total", localTotalForce.magnitude); //Telemetry.Send("force_total.x", localTotalForce.x); //Telemetry.Send("force_total.y", localTotalForce.y); //Telemetry.Send("force_total.z", localTotalForce.z); Telemetry.Send("force_predicted", localPredictedForce.magnitude); Telemetry.Send("force_predicted.x", localPredictedForce.x); Telemetry.Send("force_predicted.y", localPredictedForce.y); Telemetry.Send("force_predicted.z", localPredictedForce.z); Telemetry.Send("force_predicted_cache", localPredictedForceWithCache.magnitude); //Telemetry.Send("force_predicted_cache.x", localPredictedForceWithCache.x); //Telemetry.Send("force_predicted_cache.y", localPredictedForceWithCache.y); //Telemetry.Send("force_predicted_cache.z", localPredictedForceWithCache.z); //Telemetry.Send("force_reference", referenceForce.magnitude); //Telemetry.Send("force_reference.x", referenceForce.x); //Telemetry.Send("force_reference.y", referenceForce.y); //Telemetry.Send("force_reference.z", referenceForce.z); //Telemetry.Send("velocity.x", bodySpaceVelocity.x); //Telemetry.Send("velocity.y", bodySpaceVelocity.y); //Telemetry.Send("velocity.z", bodySpaceVelocity.z); //Vector3d velocity_pos = (bodySpacePosition - PreviousFramePos) / dt; //Telemetry.Send("velocity_pos.x", velocity_pos.x); //Telemetry.Send("velocity_pos.y", velocity_pos.y); //Telemetry.Send("velocity_pos.z", velocity_pos.z); Telemetry.Send("drag", Trajectories.AttachedVessel.rootPart.rb.drag); Telemetry.Send("density", Trajectories.AttachedVessel.atmDensity); Telemetry.Send("density_calc", StockAeroUtil.GetDensity(altitudeAboveSea, body)); Telemetry.Send("density_calc_precise", StockAeroUtil.GetDensity(Trajectories.AttachedVessel.GetWorldPos3D(), body)); Telemetry.Send("temperature", Trajectories.AttachedVessel.atmosphericTemperature); Telemetry.Send("temperature_calc", StockAeroUtil.GetTemperature(Trajectories.AttachedVessel.GetWorldPos3D(), body)); } PreviousFrameVelocity = bodySpaceVelocity; PreviousFramePos = bodySpacePosition; PreviousFrameTime = now; } }
public void FixedUpdate() { if (HighLogic.LoadedScene != GameScenes.FLIGHT) { return; } double now = Planetarium.GetUniversalTime(); double dt = now - PreviousFrameTime; if (dt > 0.5 || dt < 0.0) { Vector3d bodySpacePosition = new Vector3d(); Vector3d bodySpaceVelocity = new Vector3d(); if (aerodynamicModel_ != null && vessel_ != null) { CelestialBody body = vessel_.orbit.referenceBody; bodySpacePosition = vessel_.GetWorldPos3D() - body.position; bodySpaceVelocity = vessel_.obt_velocity; double altitudeAboveSea = bodySpacePosition.magnitude - body.Radius; Vector3d airVelocity = bodySpaceVelocity - body.getRFrmVel(body.position + bodySpacePosition); #if DEBUG_COMPARE_FORCES double R = PreviousFramePos.magnitude; Vector3d gravityForce = PreviousFramePos * (-body.gravParameter / (R * R * R) * vessel_.totalMass); Quaternion inverseRotationFix = body.inverseRotation ? Quaternion.AngleAxis((float)(body.angularVelocity.magnitude / Math.PI * 180.0 * dt), Vector3.up) : Quaternion.identity; Vector3d TotalForce = (bodySpaceVelocity - inverseRotationFix * PreviousFrameVelocity) * (vessel_.totalMass / dt); TotalForce += bodySpaceVelocity * (dt * 0.000015); // numeric precision fix Vector3d ActualForce = TotalForce - gravityForce; Transform vesselTransform = vessel_.ReferenceTransform; Vector3d vesselBackward = (Vector3d)(-vesselTransform.up.normalized); Vector3d vesselForward = -vesselBackward; Vector3d vesselUp = (Vector3d)(-vesselTransform.forward.normalized); Vector3d vesselRight = Vector3d.Cross(vesselUp, vesselBackward).normalized; double AoA = Math.Acos(Vector3d.Dot(airVelocity.normalized, vesselForward.normalized)); if (Vector3d.Dot(airVelocity, vesselUp) > 0) { AoA = -AoA; } VesselAerodynamicModel.DebugParts = true; Vector3d referenceForce = aerodynamicModel_.ComputeForces(20000, new Vector3d(0, 0, 1500), new Vector3d(0, 1, 0), 0); VesselAerodynamicModel.DebugParts = false; Vector3d predictedForce = aerodynamicModel_.ComputeForces(altitudeAboveSea, airVelocity, vesselUp, AoA); //VesselAerodynamicModel.Verbose = true; Vector3d predictedForceWithCache = aerodynamicModel_.GetForces(body, bodySpacePosition, airVelocity, AoA); //VesselAerodynamicModel.Verbose = false; Vector3d localTotalForce = new Vector3d(Vector3d.Dot(TotalForce, vesselRight), Vector3d.Dot(TotalForce, vesselUp), Vector3d.Dot(TotalForce, vesselBackward)); Vector3d localActualForce = new Vector3d(Vector3d.Dot(ActualForce, vesselRight), Vector3d.Dot(ActualForce, vesselUp), Vector3d.Dot(ActualForce, vesselBackward)); Vector3d localPredictedForce = new Vector3d(Vector3d.Dot(predictedForce, vesselRight), Vector3d.Dot(predictedForce, vesselUp), Vector3d.Dot(predictedForce, vesselBackward)); Vector3d localPredictedForceWithCache = new Vector3d(Vector3d.Dot(predictedForceWithCache, vesselRight), Vector3d.Dot(predictedForceWithCache, vesselUp), Vector3d.Dot(predictedForceWithCache, vesselBackward)); Util.PostSingleScreenMessage("actual/predict comparison", "air vel=" + Math.Floor(airVelocity.magnitude) + " ; AoA=" + (AoA * 180.0 / Math.PI)); //Util.PostSingleScreenMessage("total force", "actual total force=" + localTotalForce.ToString("0.000")); Util.PostSingleScreenMessage("actual force", "actual force=" + localActualForce.ToString("0.000")); Util.PostSingleScreenMessage("predicted force", "predicted force=" + localPredictedForce.ToString("0.000")); Util.PostSingleScreenMessage("predict with cache", "predicted force with cache=" + localPredictedForceWithCache.ToString("0.000")); Util.PostSingleScreenMessage("reference force", "reference force=" + referenceForce.ToString("0.000")); Util.PostSingleScreenMessage("current vel", "current vel=" + bodySpaceVelocity.ToString("0.00") + " (mag=" + bodySpaceVelocity.magnitude.ToString("0.00") + ")"); //Util.PostSingleScreenMessage("vel from pos", "vel from pos=" + ((bodySpacePosition - PreviousFramePos) / dt).ToString("0.000") + " (mag=" + ((bodySpacePosition - PreviousFramePos) / dt).magnitude.ToString("0.00") + ")"); Util.PostSingleScreenMessage("force diff", "force ratio=" + (localActualForce.z / localPredictedForce.z).ToString("0.000")); Util.PostSingleScreenMessage("drag", "physics drag=" + vessel_.rootPart.rb.drag); #endif double approximateRho = StockAeroUtil.GetDensity(altitudeAboveSea, body); double preciseRho = StockAeroUtil.GetDensity(vessel_.GetWorldPos3D(), body); double actualRho = vessel_.atmDensity; Util.PostSingleScreenMessage("rho info", /*"preciseRho=" + preciseRho.ToString("0.0000") + " ; " +*/ "rho=" + approximateRho.ToString("0.0000") + " ; actual=" + actualRho.ToString("0.0000") + " ; ratio=" + (actualRho / approximateRho).ToString("0.00")); } PreviousFrameVelocity = bodySpaceVelocity; PreviousFramePos = bodySpacePosition; PreviousFrameTime = now; } }