Add moment calculation for propeller
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2 changed files with 33 additions and 16 deletions
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@ -1,23 +1,23 @@
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const vec3 = @import("./vec3.zig");
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const std = @import("std");
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const Drone = struct {
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pub const Drone = struct {
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mass_kg: f64,
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center_of_gravity_inertial: vec3.Vec3F64,
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moment_of_inertia: vec3.Mat3F64,
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attitude: vec3.QuatF64,
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};
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const Propellers = struct {
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pub const Propeller = struct {
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cg_to_prop: vec3.Vec3F64,
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angular_velocity: f64,
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thrust_coefficient: f64,
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torque_drag_coefficient: f64,
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moment_coefficient: f64,
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};
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const QuadCopterSim = struct {
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pub const QuadCopterSim = struct {
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drone: Drone,
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propellers: [4]Propellers,
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propellers: [4]Propeller,
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};
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pub fn body_position_to_inertial(
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@ -1,23 +1,32 @@
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const constants = @import("./constants.zig");
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const vec3 = @import("./vec3.zig");
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const drone = @import("./drone.zig");
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const std = @import("std");
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pub fn gravity(mass: f64) vec3.Vec3F64 {
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return .init(0, 0, mass * constants.g);
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}
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pub fn propThrust(
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attitude: vec3.QuatF64,
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thrust_coefficient: f64,
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angular_velocity: f64,
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) vec3.Vec3F64 {
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pub fn propThrust(attitude: vec3.QuatF64, p: drone.Propeller) struct { vec3.Vec3F64, vec3.Vec3F64 } {
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const body_thrust = vec3.Vec3F64.init(
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0,
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0,
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thrust_coefficient * angular_velocity * angular_velocity,
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p.thrust_coefficient * p.angular_velocity * p.angular_velocity,
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);
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return vec3.quatApply(attitude, body_thrust);
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const force = vec3.quatApply(attitude, body_thrust);
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// pitching/rolling moment induced by thrust force
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const force_moment = vec3.vec3Cross(p.cg_to_prop, body_thrust);
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// Yaw moment induced by roation of propeller
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const drag_moment = vec3.Vec3F64.init(
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0,
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0,
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p.moment_coefficient * p.angular_velocity * p.angular_velocity,
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);
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return .{ force, vec3.vec3Add(force_moment, drag_moment) };
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}
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pub fn drag(
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@ -41,14 +50,22 @@ test "gravity is correct" {
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test "thrust is correct" {
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const attitude = vec3.yawPitchRollToQuat(0, 0, -std.math.pi / 2.0);
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const thrust_coefficient = 1;
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const angular_velocity = 100;
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const prop: drone.Propeller = .{
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.cg_to_prop = vec3.Vec3F64.init(1, 1, 0),
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.angular_velocity = 100,
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.thrust_coefficient = 1,
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.moment_coefficient = 2,
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};
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const thrust = propThrust(attitude, thrust_coefficient, angular_velocity);
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const expected_thrust_mag = 100 * 100;
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const thrust, const momentum = propThrust(attitude, prop);
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try std.testing.expectApproxEqAbs(0, thrust.x(), 1e-11);
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try std.testing.expectApproxEqAbs(100 * 100, thrust.y(), 1e-11);
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try std.testing.expectApproxEqAbs(expected_thrust_mag, thrust.y(), 1e-11);
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try std.testing.expectApproxEqAbs(0, thrust.z(), 1e-11);
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try std.testing.expectApproxEqAbs(expected_thrust_mag, momentum.x(), 1e-11);
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try std.testing.expectApproxEqAbs(-expected_thrust_mag, momentum.y(), 1e-11);
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try std.testing.expectApproxEqAbs(100 * 100 * 2, momentum.z(), 1e-11);
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}
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test "drag is correct" {
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