const drone = @import("./drone.zig"); const vec3 = @import("./vec3.zig"); const forces = @import("./forces.zig"); pub fn timestep(dt: f64, d: drone.Drone, props: []const drone.Propeller, s: *drone.State) void { var force = vec3.Vec3F64.init(0, 0, 0); var moment = vec3.Vec3F64.init(0, 0, 0); for (props) |prop| { const prop_force, const prop_moment = forces.propThrust(s.attitude, prop); force = vec3.vec3Add(force, prop_force); moment = vec3.vec3Add(moment, prop_moment); } force = vec3.vec3Add(force, forces.drag(drone.drag_coeff, s.v)); force = vec3.vec3Add(force, forces.gravity(d.mass_kg)); const accel = vec3.vec3Scale(force, 1.0 / d.mass_kg); s.v = vec3.vec3Add(s.v, vec3.vec3Scale(accel, dt)); s.x_cg = vec3.vec3Add(s.x_cg, vec3.vec3Scale(accel, dt)); const I_omega = vec3.vec3MulMat3(d.moment_of_inertia, s.omega); const omega_dot = vec3.vec3MulMat3( vec3.mat3Inv(d.moment_of_inertia), vec3.vec3Sub(moment, vec3.vec3Cross(s.omega, I_omega)), ); s.omega = vec3.vec3Add(s.omega, vec3.vec3Scale(omega_dot, dt)); const half_omege_quat: vec3.QuatF64 = .init( s.omega.x() * 0.5, s.omega.y() * 0.5, s.omega.z() * 0.5, 0, ); const qdot = vec3.quatMul(half_omege_quat, s.q); s.q = vec3.quatAdd(s.q, vec3.quatScale(qdot, dt)); return; }