Beispiel #1
0
static void
Test(const fixed distance, const fixed altitude, const SpeedVector wind)
{
    const GeoVector vector(distance, Angle::Zero());
    const GlideState state(vector,
                           fixed(2000), fixed(2000) + altitude,
                           wind);
    const GlideResult result =
        MacCready::Solve(glide_settings, glide_polar, state);

    const fixed ld_ground = glide_polar.GetLDOverGround(vector.bearing, wind);

    const fixed mc = glide_polar.GetMC();
    const fixed v_climb_progress = mc * ld_ground - state.head_wind;

    const fixed initial_glide_distance = state.altitude_difference * ld_ground;
    if (initial_glide_distance >= distance ||
            (!positive(mc) && !positive(v_climb_progress))) {
        /* reachable by pure glide */
        ok1(result.validity == GlideResult::Validity::OK);

        const fixed best_speed =
            glide_polar.GetBestGlideRatioSpeed(state.head_wind);
        const fixed best_sink = glide_polar.SinkRate(best_speed);
        const fixed ld_ground2 = positive(mc)
                                 ? ld_ground
                                 : (best_speed - state.head_wind) / best_sink;

        const fixed height_glide = distance / ld_ground2;
        const fixed height_climb = fixed(0);
        const fixed altitude_difference = altitude - height_glide;

        ok1(equals(result.head_wind, wind.norm));
        ok1(equals(result.vector.distance, distance));
        ok1(equals(result.height_climb, height_climb));
        ok1(equals(result.height_glide, height_glide));
        ok1(equals(result.altitude_difference, altitude_difference));
        return;
    }

    if (!positive(v_climb_progress)) {
        /* excessive wind */
        ok1(result.validity == GlideResult::Validity::WIND_EXCESSIVE);
        return;
    }

    /*
    const fixed drifted_distance = (distance - initial_glide_distance)
      * state.head_wind / v_climb_progress;
      */
    const fixed drifted_height_climb = (distance - initial_glide_distance)
                                       * mc / v_climb_progress;
    const fixed drifted_height_glide =
        drifted_height_climb + state.altitude_difference;

    const fixed height_glide = drifted_height_glide;
    const fixed altitude_difference = altitude - height_glide;
    const fixed height_climb = drifted_height_climb;

    const fixed time_climb = height_climb / mc;
    const fixed time_glide = height_glide / glide_polar.GetSBestLD();
    const fixed time_elapsed = time_climb + time_glide;

    /* more tolerance with strong wind because this unit test doesn't
       optimise pure glide */
    const int accuracy = positive(altitude) && positive(wind.norm)
                         ? (wind.norm > fixed(5) ? 5 : 10)
                         : ACCURACY;

    ok1(result.validity == GlideResult::Validity::OK);
    ok1(equals(result.head_wind, wind.norm));
    ok1(equals(result.vector.distance, distance));
    ok1(equals(result.height_climb, height_climb, accuracy));
    ok1(equals(result.height_glide, height_glide, accuracy));
    ok1(equals(result.altitude_difference, altitude_difference, accuracy));
    ok1(equals(result.time_elapsed, time_elapsed, accuracy));
}