Add flight physics overhaul with Warium/Futurism mixins
- Route Warium and Futurism force queues through smoothed per-substep delivery - Evaluate wing, stabilizer, control surface and air brake forces every physics substep - Add optional improved flight model with angle-of-attack lift and stalls - Add auto trim toggled by a client key and a server packet - Add config options, translations, and mixin plugin version gating - Bump mod version to 0.2.0 and bundle Futurism 0.0.4 as a compile-only dependency
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package dev.lumareth.improvedAerodynamics.flight;
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/**
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* Flight model based on each surface's angle of attack, used instead of {@link WariumAero} when enabled.
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* <p>
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* Every block is treated as one unit of wing area that sees the airflow at its own position, including the part
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* caused by the ship's rotation. Lift is {@code K * pressure * airspeed² * CL(angle of attack)}: slow, heavy or
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* high-g flight needs a higher angle of attack for the same lift until a surface reaches its critical angle and
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* stalls. Stalls are per surface, soft (lift fades over a few degrees into flat-plate behaviour) and sticky (a
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* stalled surface only recovers a few degrees below its critical angle). Rotational damping is not added
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* separately, it comes from the surfaces' changing angle of attack while rotating, so it vanishes for stalled
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* surfaces and thrust vectoring can hold the nose past the stall.
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* <p>
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* K is chosen so that a level wing at the configured design speed makes exactly Warium's lift.
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*/
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final class ImprovedAero {
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// Lift slope of a finite wing per radian, about 80% of thin airfoil theory's 2 pi
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private static final double LIFT_SLOPE = 2.0 * Math.PI * 0.8;
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private static final double INDUCED_DRAG = 0.05;
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// Fully separated flow behaves like a flat plate
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private static final double SEPARATED_LIFT = 1.1;
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private static final double SEPARATED_DRAG = 1.8;
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private static final double STALL_BLEND = Math.toRadians(2.0);
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private static final double STALL_HYSTERESIS = Math.toRadians(3.0);
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private static final double MAX_DEFLECTION = Math.toRadians(20.0);
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// Share of the deflection that acts as angle of attack, gives Warium's control authority at the design speed
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private static final double FLAP_EFFECTIVENESS = 0.75;
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// Angle of attack of a level cambered wing, where K is calibrated
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private static final double REFERENCE_ANGLE = Math.toRadians(4.0);
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private ImprovedAero() {
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}
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/** Lift constant K for the given design speed. */
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static double liftConstant(double designSpeed) {
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return 160.0 / (designSpeed * LIFT_SLOPE * REFERENCE_ANGLE);
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}
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/**
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* Adds the surface's forces to out.
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*
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* @param v ship velocity, ship axes
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* @param w ship angular velocity, ship axes
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* @param r block center relative to the center of mass, ship axes
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* @param input control input of the surface, -1 to 1
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* @param stalled whether the surface was stalled in the previous substep
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* @return whether the surface is stalled now
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*/
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static boolean evaluate(AeroSurface s, double[] v, double[] w, double[] r, double input, double weight,
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double liftConstant, double stallAngleScale, boolean stalled, Wrench out) {
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// Airflow at the block: ship velocity plus w x r
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double vx = v[0] + w[1] * r[2] - w[2] * r[1];
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double vy = v[1] + w[2] * r[0] - w[0] * r[2];
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double vz = v[2] + w[0] * r[1] - w[1] * r[0];
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double localSpeed = Math.sqrt(vx * vx + vy * vy + vz * vz);
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double p = s.pressure() * weight;
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double m = s.speedMultiplier();
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double fd = s.fluidFactor();
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if (s.type() == SurfaceType.AIR_BRAKE) {
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double ds = -(s.facingX() * vx + s.facingZ() * vz);
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double brake = -Math.abs(ds * 100.0 * s.brakeInput() * p * fd);
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out.addForce(r, vx * brake, vy * brake, vz * brake);
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return false;
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}
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// Warium's own per-block drag
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double parasitic = -localSpeed * s.type().parasiticDrag * p / m;
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out.addForce(r, vx * parasitic, vy * parasitic, vz * parasitic);
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// Chord c along the facing, normal n up for horizontal surfaces and to the side for vertical ones
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double cx = s.facingX();
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double cz = s.facingZ();
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double nx = s.type().vertical ? s.rightX() : 0.0;
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double ny = s.type().vertical ? 0.0 : 1.0;
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double nz = s.type().vertical ? s.rightZ() : 0.0;
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double u = vx * cx + vz * cz;
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double vn = vx * nx + vy * ny + vz * nz;
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double planeSpeedSq = u * u + vn * vn;
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if (planeSpeedSq < 1.0E-4) {
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return stalled;
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}
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double planeSpeed = Math.sqrt(planeSpeedSq);
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// Moving down through the air (vn < 0) means air hits the underside: positive angle of attack.
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// Surfaces work the same with air coming from either end of the chord, like in Warium
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double alpha = Math.atan2(-vn, Math.abs(u));
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alpha += Math.toRadians(s.type().camber);
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if (s.type().controllable) {
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// Same sign convention as Warium: positive input pushes along n while moving against the facing
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alpha += FLAP_EFFECTIVENESS * MAX_DEFLECTION * input * (u <= 0.0 ? 1.0 : -1.0);
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}
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alpha = Math.max(-Math.PI / 2.0, Math.min(Math.PI / 2.0, alpha));
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double critical = Math.toRadians(s.slab() ? SurfaceType.SLAB_STALL_ANGLE : s.type().stallAngle) * stallAngleScale;
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double absAlpha = Math.abs(alpha);
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// Flips only where both blends agree, so the hysteresis never makes the force jump
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if (!stalled && absAlpha > critical + STALL_BLEND) {
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stalled = true;
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} else if (stalled && absAlpha < critical - STALL_HYSTERESIS - STALL_BLEND) {
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stalled = false;
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}
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double center = stalled ? critical - STALL_HYSTERESIS : critical;
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double attached = 1.0 - smoothstep(center - STALL_BLEND, center + STALL_BLEND, absAlpha);
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double attachedLift = LIFT_SLOPE * alpha;
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double lift = attached * attachedLift + (1.0 - attached) * SEPARATED_LIFT * Math.sin(2.0 * alpha);
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double drag = attached * INDUCED_DRAG * attachedLift * attachedLift
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+ (1.0 - attached) * SEPARATED_DRAG * Math.sin(alpha) * Math.sin(alpha);
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double q = liftConstant * p * fd * planeSpeedSq;
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// Lift is perpendicular to the airflow in the chord/normal plane, on the side of n
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double side = u < 0.0 ? -1.0 : 1.0;
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double lx = (Math.abs(u) * nx - side * vn * cx) / planeSpeed;
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double ly = Math.abs(u) * ny / planeSpeed;
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double lz = (Math.abs(u) * nz - side * vn * cz) / planeSpeed;
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// Drag opposes the airflow in that plane
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double dx = -(u * cx + vn * nx) / planeSpeed;
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double dy = -(vn * ny) / planeSpeed;
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double dz = -(u * cz + vn * nz) / planeSpeed;
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double liftForce = q * lift;
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double dragForce = q * drag / m;
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out.addForce(r, lx * liftForce + dx * dragForce, ly * liftForce + dy * dragForce, lz * liftForce + dz * dragForce);
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return stalled;
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}
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private static double smoothstep(double edge0, double edge1, double x) {
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double t = Math.max(0.0, Math.min(1.0, (x - edge0) / (edge1 - edge0)));
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return t * t * (3.0 - 2.0 * t);
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}
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}
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