[ODE] Atmospheric drag
STenyaK
stenyak at gmx.net
Thu Sep 1 07:16:32 MST 2005
I'm also interested in this... currently i use this code:
http://svn.motorsport-sim.org/svn/trunk/src/physics/bodyPhysics.cpp
Check void Body::stepPhysics (), right after the line:
// apply simple air drag forces:
I'm not sure it's done correctly, i'm not specially good at physics or
maths.
Thanks for any help or comments :)
On Thu, 01 Sep 2005 06:40:26 +0200, Oktay Ahiska <oktay at panix.com> wrote:
>
> Howdy folks,
>
> I am trying to simulate atmospheric drag with the following code:
> *pIter points to an internal structure with some info about the
> the current object, including its current velocity and surface
> area (these are all spheres) and its dBbody and dMass data.
>
> // initielze with negative of current normalized velocity vector
> dVector3 dragForce;
> dragForce[0] = -(*pIter)->velNorm[0];
> dragForce[1] = -(*pIter)->velNorm[1];
> dragForce[2] = -(*pIter)->velNorm[2];
>
> double dragAmt;
> double vm = (*pIter)->velMag; // pre-computed velocity
> magnitude
>
> // surfaceArea: pre-computed surface area of the sphere
> // atmosphericDrag: drag constant, passed to us from caller
>
> dragAmt = vm * vm * (*pIter)->surfaceArea * atmosphericDrag;
>
> if (dragAmt > 0.) {
> // clamp force if excessive
> double dragMax = vm*(*pIter)->mass.mass;
> if (dragAmt > dragMax) {
> dragAmt = dragMax;
> }
>
> dBodyAddForce( (*pIter)->body,
> dragAmt * dragForce[0],
> dragAmt * dragForce[1],
> dragAmt * dragForce[2]);
> }
>
> So... I know dragAmt is not really accurate, but I can tweak
> atmosphericDrag
> till it looks "right" but is this otherwise ok? Am I right to cap off my
> drag at vm*(*pIter)->mass.mass?
>
> Any comments will be very much appreciated, including "you can already
> do that
> by..." or some such.
>
> Thanks in advance,
> Oktay
>
>
>
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>
--
Saludos,
STenyaK
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