Initial commit.

This commit is contained in:
Patrick Marsee 2025-09-03 18:24:08 -04:00
commit 907695442f
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class_name AircraftController
extends Node
@export var pitch: float # Negative: down, positive: up
@export var yaw: float # Negative: left, positive: right
@export var roll: float # Negative: left, positive: right
@export var throttle: float # 0: minimum, 1: maximum
@export var brake: float # 0: fully released, 1: fully applied

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uid://b2k35mmv3g82l

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extends Node
@export var pressure_ASL := 101.325 # 1 atm. in kPa
@export var density_ASL := 1.225 # at 288.15k in kg/m^3
@export var temperature_ASL := 288.15 # surface temperature in Kelvin (288.15K = 15C)
@export var tropopause_altitude := 11000.0 # meters above ASL
@export var tropopause_temp := 216.65 # (216.65K = -56.5C)
@export var gravity := 9.8 # here until I figure out the best way to get the project's default gravity.
const AIR_MOLAR_MASS := 0.029 # kg/mol
const GAS_CONSTANT := 8.31447
const MACH_COEFF := 20.02948
var pressure_constant: float
var density_constant: float
var temp_lapse_at_tropo: float # temperature lapse at troposphere, in K or C
# Use this for initialization
func _ready() -> void:
_recalculate()
func _recalculate() -> void:
pressure_constant = (gravity * AIR_MOLAR_MASS) / (GAS_CONSTANT * temperature_ASL)
density_constant = 1 / density_ASL
temp_lapse_at_tropo = (temperature_ASL - tropopause_temp) / tropopause_altitude
func pressure_by_alt(altitude: float, atm := false) -> float: # returns the pressure at altitude in kPa (default) or atm.
var ret := exp(pressure_constant * altitude)
if !atm:
ret *= pressure_ASL
return ret
func density_by_alt(altitude: float, relative := false) -> float: # returns the density at altitude in kg/m^3 (default), or relative.
var ret := pressure_by_alt(altitude) / (0.287058 * temperature_by_alt(altitude))
if relative:
ret *= density_constant
return ret
func temperature_by_alt(altitude: float) -> float:
if altitude < tropopause_altitude:
return temperature_ASL - altitude * temp_lapse_at_tropo
else: # mesopause coming soon!
return tropopause_temp
func speed_of_sound_by_alt(altitude: float) -> float:
return sqrt(temperature_by_alt(altitude)) * MACH_COEFF
func mach_by_alt(altitude: float, speed: float) -> float:# a little bit expensive - use with caution
return speed / speed_of_sound_by_alt(altitude)
func atm_to_kPa(pressure: float) -> float:
return pressure * pressure_ASL
func kPa_to_atm(pressure: float) -> float:
return pressure / pressure_ASL

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uid://0nphoxplw624

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class_name FixedWingAircraft
extends CharacterBody3D
@export var performance: FixedWingAircraftPerformance
@export var controller: AircraftController
@export var initial_speed: float
#var acceleration := Vector3
#var angular_velocity := Vector3
#var angular_acceleration := Vector3
var m_aoa: float
var m_sideslip: float
var m_tas: float
var m_ias: float
var m_relative_velocity: Vector3
var m_is_landed := false
func _ready() -> void:
velocity = -global_basis.z * initial_speed
m_relative_velocity = transform.basis.inverse() * velocity
m_tas = _tas()
m_ias = _ias()
func _physics_process(delta: float) -> void:
m_relative_velocity = transform.basis.inverse() * velocity
m_aoa = -atan2(m_relative_velocity.y, -m_relative_velocity.z)
if m_aoa > PI:
m_aoa -= TAU
m_sideslip = -atan2(m_relative_velocity.x, -m_relative_velocity.z)
if m_sideslip > PI:
m_sideslip -= TAU
m_tas = _tas()
m_ias = _ias()
# aero
var vel_forward := m_relative_velocity.normalized()
var vel_right := vel_forward.cross(Vector3.UP).normalized()
var vel_up := vel_right.cross(vel_forward).normalized()
#var vel_basis := Basis(vel_right, vel_up, vel_forward)
var linear_forces := Vector3.ZERO
var horiz_lift := _lift(performance.horizontal_surface,
performance.horizontal_area,
performance.horizontal_aspect_ratio,
performance.horizontal_sweep,
m_aoa, m_tas)
var horiz_drag := _drag(performance.horizontal_surface,
performance.horizontal_area,
performance.horizontal_aspect_ratio,
performance.horizontal_sweep,
m_aoa, m_tas)
var vert_lift := _lift(performance.vertical_surface,
performance.vertical_area,
performance.vertical_aspect_ratio,
performance.vertical_sweep,
m_sideslip, m_tas)
var vert_drag := _drag(performance.vertical_surface,
performance.vertical_area,
performance.vertical_aspect_ratio,
performance.vertical_sweep,
m_sideslip, m_tas)
linear_forces += vel_up * horiz_lift
linear_forces += vel_right * vert_lift
linear_forces -= vel_forward * horiz_drag
linear_forces -= vel_forward * vert_drag
linear_forces += Vector3.FORWARD * _thrust()
m_relative_velocity += linear_forces * delta / performance.empty_mass
velocity = (transform.basis * m_relative_velocity) + (get_gravity() * delta)
# steering
var steering_axis := _get_steering_axis() * delta
if (steering_axis.length_squared() > 0.0):
rotate_object_local(steering_axis.normalized(), steering_axis.length())
move_and_slide()
#if !is_landed:
# _fly()
#else:
# taxi()
#ResetControls()
#func _sync()
func _get_steering_axis() -> Vector3:
var pitch_effect := Vector3.RIGHT * performance.pitch_power.sample(absf(rad_to_deg(m_aoa))) * controller.pitch
var yaw_effect := performance.yaw_axis.normalized() * performance.yaw_power.sample(absf(rad_to_deg(m_sideslip))) * controller.yaw
var roll_effect := performance.roll_axis.normalized() * performance.roll_power.sample(absf(rad_to_deg(m_aoa))) * controller.roll
return (pitch_effect + yaw_effect + roll_effect) * m_ias / performance.reference_ias_mps
func _lift(foil: Airfoil,
area: float,
aspect_ratio: float,
_sweep: float,
aoa: float,
tas: float) -> float:
# https://www1.grc.nasa.gov/beginners-guide-to-aeronautics/downwash-effects-on-lift/
var Cl0: float
if absf(aoa) < PI / 9:
Cl0 = foil.lift_curve.sample(rad_to_deg(aoa))
else:
Cl0 = sin(aoa * 2.0) * 2.0
var Cl := Cl0 / (1.0 + Cl0 / (PI * aspect_ratio))
return Cl * area * tas * tas * Atmosphere.density_by_alt(position.y) * 0.5
func _drag(foil: Airfoil,
area: float,
_aspect_ratio: float,
_sweep: float,
aoa: float,
tas: float) -> float:
var Dl0: float
if absf(aoa) < PI / 9:
Dl0 = foil.drag_curve.sample(rad_to_deg(aoa))
else:
Dl0 = sin(aoa) * sin(aoa) * 10.0
#var Dl := Dl0 / (1.0 + Dl0 / (PI * aspect_ratio))
return Dl0 * area * tas * tas * Atmosphere.density_by_alt(position.y) * 0.5
func _moment(foil: Airfoil,
area: float,
aspect_ratio: float,
_sweep: float,
aoa: float,
tas: float) -> float:
var Ml0 := foil.lift_curve.sample(rad_to_deg(aoa))
#var Ml := Ml0 / (1.0 + Ml0 / (PI * aspect_ratio))
var mean_chord := sqrt(area / aspect_ratio)
return Ml0 * area * tas * tas * Atmosphere.density_by_alt(position.y) * 0.5 * mean_chord
func _thrust() -> float:
var speed_contrib := performance.propultion.propultion_speed_curve.sample(Atmosphere.mach_by_alt(position.y, m_tas))
var density_contrib := performance.propultion.propultion_density_curve.sample(Atmosphere.density_by_alt(position.y, true))
var temp_contrib := performance.propultion.propultion_temperature_curve.sample(Atmosphere.temperature_by_alt(position.y))
return speed_contrib * density_contrib * temp_contrib * performance.base_thrust * controller.throttle
#func _fly() -> void:
#acceleration = Vector3.DOWN * global_basis * gravity
#if controller.brake > 0.0:
# mThrust -= performance.braking_power * _ias()
#acceleration += Vector3.FORWARD * mThrust / mass;
#lift();
#control();
#velocity += mAcceleration * Time.fixedDeltaTime;
#transform.Translate(velocity * Time.fixedDeltaTime * iScale);
#Vector3 prevVel = transform.TransformDirection(velocity);
#transform.Rotate(mAngularVelocity * Time.fixedDeltaTime);
#velocity = transform.InverseTransformDirection(prevVel);
# Check to see if we've landed
#if (isLandingGearDeployed)
#{
# RaycastHit ground;
# Physics.Raycast(transform.position, -transform.up, out ground, rideHeight, 0xFF, QueryTriggerInteraction.Ignore);
# if (ground.collider != null && ground.distance < rideHeight)
# {
# AttemptLanding(ref ground);
# }
#}
#func lift() -> void:
# var speed_sqr_YZ := velocity.y * velocity.y + velocity.z * velocity.z
# var speed_sqr_XZ := velocity.x * velocity.x + velocity.z * velocity.z
# var altitude := Atmosphere.altitude(position.y)
# float horizLiftPerCoeff = speed_sqr_YZ * horizWingArea * Atmosphere.Density(altitude, true) * 0.5f / mass;
# float vertLiftPerCoeff = speed_sqr_XZ * vertWingArea * Atmosphere.Density(altitude, true) * 0.5f / mass;
# float degAoA = AoA * Mathf.Rad2Deg;
# float degSideslip = sideslip * Mathf.Rad2Deg;
# float wingDrag = horizAirfoil.getDrag(degAoA) * horizWingArea + vertAirfoil.getDrag(degSideslip) * vertWingArea;
# float mach = Atmosphere.Mach(altitude, velocity.magnitude);
# if (mach > 0.7f) # No need to do expensive calculations unless we're going fast enough for them to matter.
# {
# wingDrag += 3 * wingDrag * Mathf.Min(Mathf.Exp(16 * (mach - 1.0f + Mathf.Log10(1 - wingSweep / 90.0f))), Mathf.Exp(-mach + 1.0f));
# }
# float totalDrag = indicatedVelocity.sqrMagnitude * Atmosphere.Density(altitude, true) * 0.5f * (wingDrag + bodyDragCoeff * frontalArea) / mass;
# Vector3 relativeAccel = new Vector3(-vertAirfoil.getLift(degSideslip) * vertLiftPerCoeff, horizAirfoil.getLift(degAoA) * horizLiftPerCoeff, -totalDrag);
# Vector3 fixedAcceleration = TransformR(relativeAccel);
# if ((velocity.x + mAcceleration.x * Time.fixedDeltaTime) * velocity.x < 0.0f)
# {
# fixedAcceleration.x = -velocity.x / Time.fixedDeltaTime;
# }
# if ((velocity.y + mAcceleration.y * Time.fixedDeltaTime) * velocity.y < 0.0f)
# {
# fixedAcceleration.y = -velocity.y / Time.fixedDeltaTime;
# }
# acceleration += fixedAcceleration;
# mAngularVelocity = new Vector3(horizAirfoil.getMoment(degAoA) * horizLiftPerCoeff, vertAirfoil.getMoment(degSideslip) * vertLiftPerCoeff, 0f);
# mAngularVelocity += new Vector3(-moment * Mathf.Cos(Vector3.Angle(Physics.gravity, transform.up) * Mathf.Deg2Rad) * horizLiftPerCoeff, 0.0f, 0.0f)
func _tas() -> float:
return sqrt(m_relative_velocity.z * m_relative_velocity.z + m_relative_velocity.y * m_relative_velocity.y) * -sign(m_relative_velocity.z)
func _ias() -> float:
return _tas() * sqrt(Atmosphere.density_by_alt(position.y, true))
#func _
#func _g_force() -> Vector3:
# return (acceleration - transform.inverse(get_gravity())) / get_gravity().length()

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class_name FlightSimController
extends AircraftController
@export var pitch_down := &"pitch_down"
@export var pitch_up := &"pitch_up"
@export var yaw_left := &"yaw_left"
@export var yaw_right := &"yaw_right"
@export var roll_left := &"roll_left"
@export var roll_right := &"roll_right"
@export var throttle_down := &"throttle_down"
@export var throttle_up := &"throttle_up"
@export var pitch_speed := 1.0
@export var yaw_speed := 1.0
@export var roll_speed := 1.0
@export var throttle_speed := 1.0
func _physics_process(delta: float) -> void:
if get_multiplayer_authority() == multiplayer.get_unique_id():
var pitch_target := Input.get_axis(pitch_down, pitch_up)
var pitch_diff := pitch_target - pitch
pitch += signf(pitch_diff) * minf(absf(pitch_diff), pitch_speed * delta)
var yaw_target := Input.get_axis(yaw_left, yaw_right)
var yaw_diff := yaw_target - yaw
yaw += signf(yaw_diff) * minf(absf(yaw_diff), yaw_speed * delta)
var roll_target := Input.get_axis(roll_left, roll_right)
var roll_diff := roll_target - roll
roll += signf(roll_diff) * minf(absf(roll_diff), roll_speed * delta)
var throttle_target := Input.get_axis(throttle_down, throttle_up) * 0.5 + 0.5
if throttle_target > throttle:
throttle = minf(throttle_target, throttle + throttle_speed * delta)
elif throttle_target < throttle:
throttle = maxf(throttle_target, throttle - throttle_speed * delta)
brake = 1.0 if throttle < 0.05 else 0.0

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