void DynamicBody::CalcExternalForce() { // gravity if (!GetFrame()) return; // no external force if not in a frame Body *body = GetFrame()->GetBody(); if (body && !body->IsType(Object::SPACESTATION)) { // they ought to have mass though... vector3d b1b2 = GetPosition(); double m1m2 = GetMass() * body->GetMass(); double invrsqr = 1.0 / b1b2.LengthSqr(); double force = G*m1m2 * invrsqr; m_externalForce = -b1b2 * sqrt(invrsqr) * force; } else m_externalForce = vector3d(0.0); m_gravityForce = m_externalForce; // atmospheric drag if (body && GetFrame()->IsRotFrame() && body->IsType(Object::PLANET)) { vector3d dragDir = -m_vel.NormalizedSafe(); vector3d fDrag = CalcAtmosphericForce(m_dragCoeff)*dragDir; // make this a bit less daft at high time accel // only allow atmosForce to increase by .1g per frame vector3d f1g = m_atmosForce + dragDir * GetMass(); if (fDrag.LengthSqr() > f1g.LengthSqr()) m_atmosForce = f1g; else m_atmosForce = fDrag; m_externalForce += m_atmosForce; } else m_atmosForce = vector3d(0.0); // centrifugal and coriolis forces for rotating frames if (GetFrame()->IsRotFrame()) { vector3d angRot(0, GetFrame()->GetAngSpeed(), 0); m_externalForce -= m_mass * angRot.Cross(angRot.Cross(GetPosition())); // centrifugal m_externalForce -= 2 * m_mass * angRot.Cross(GetVelocity()); // coriolis } }
double Ship::ExtrapolateHullTemperature() const { const double dragCoeff = DynamicBody::DEFAULT_DRAG_COEFF * 1.25; const double dragGs = CalcAtmosphericForce(dragCoeff) / (GetMass() * 9.81); return dragGs / 5.0; }