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312 lines
11 KiB
Markdown
312 lines
11 KiB
Markdown
# SIM_splashdown
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SIM_splashdown is a simulation of a space craft crew module dropping into a body of water.
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![Crew Module Picture](Images/CM_picture.png)
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## Building the Simulation
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In the ```SIM_splashdown ``` directory, type **```trick-CP```** to build the simulation executable. When it's complete, you should see:
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```
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=== Simulation make complete ===
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```
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Now **cd** into ```models/CrewModuleGraphics/``` and type **mvn package**. This builds the graphics client for the simulation.
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## Running the Simulation
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In the SIM_splashdown directory:
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```
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% S_main_*.exe RUN_test/input.py
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```
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The Sim Control Panel, and a graphics client called "CM Display" should appear.
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Click the Start on the Trick Sim Control Panel.
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Click and drag the mouse on the display to change the viewing orientation.
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The black and white center of gravity symbol indicates the center of gravity of the vehicle.
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The blue and white center of gravity symbol indicates the center of gravity of the water that is displaced by the vehicle, that is: the center of buoyancy.
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<!--
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| Variable | Definition|
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|---|---|
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|![](Images/CB_variable.png)| Center of buoyancy, that is, the center of gravity of the displaced water mass.|
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|![](Images/CG_variable.png)| Center of mass of the vehicle. [Frame??]|
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|![](Images/F_buoyancy_variable.png)| Force of buoyancy acting on the vehicle.|
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|![](Images/F_gravity_variable.png)| Force of gravity.|
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|![](Images/F_total_variable.png)|Total force acting on the vehicle.|
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|![](Images/I_body_variable.png)|Inertia Tensor of the vehicle in the body frame of reference.|
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|![](Images/I_world_inverse_variable.png)|Inertia Tensor of the vehicle in the world frame of reference.|
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|![](Images/Linear_momentum_variable.png)|Linear momentum of the vehicle.|
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|![](Images/R_variable.png)|Body to World rotation matrix.|
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|![](Images/Rdot_variable.png)|Body to World rotation matrix derivative with respect to time.|
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|![](Images/Torque_variable.png)| Torque acting on the vehicle.|
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|![](Images/Volume_displaced_variable.png)| Volume of the water displaced by the vehicle.|
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|![](Images/angular_momentum_variable.png)| Angular momentum of the vehicle.|
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|![](Images/angular_velocity_variable.png)|Angular velocity of the vehicle.|
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|![](Images/g_variable.png)|Acceleration of gravity.|
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|![](Images/m_displaced_variable.png)|Mass of displaced water.|
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|![](Images/m_vehicle_variable.png)|Mass of vehicle.|
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|![](Images/omega_skew_variable.png)|Angular velocity Skew matrix |
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|![](Images/position_variable.png)|Vehicle position.|
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|![](Images/velocity_variable.png)|Vehicle velocity.|
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# Coordinate Systems
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Coordinate systems here are all right-handed. That is, if the right thumb points along the Z-axis, then the fingers move from the X-axis to the Y-axis as you close your hand.
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## Body Coordinates
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The geometry of the crew module is defined in **body** coordinates.
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The origin of this coordinate system is the center of gravity of the vehicle.
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Positive Z is toward the top of the vehicle.
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## World Coordinates
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-->
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## Dynamics Model
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### Vehicle State
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The vehicle state is defined by the following variables. These are calculated by numerically integrating force, velocity, torque, and body rotation rate over time.
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<a id=linear_momentum></a>
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#### Linear momentum
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The linear momentum of the vehicle is determined by integrating the [total force](#total_force) on the vehicle over time.
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![linear_momentum_equation](Images/linear_momentum_equation_12_pt.png)
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- **```crewModule.dyn.momentum```** ( double[3] )
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<a id=position></a>
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#### Position
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The position of the vehicle is determined by integrating the [linear velocity](#linear_velocity) of the vehicle over time.
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![position_equation](Images/position_equation_12_pt.png)
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- **```crewModule.dyn.position```** ( double[3] )
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<a id=angular_momentum></a>
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#### Angular momentum
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The angular momentum of the vehicle is determined by integrating the [total torque](#total_torque) of the vehicle over time.
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![angular_momentum_equation](Images/angular_momentum_equation_12_pt.png)
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- **```crewModule.dyn.angular_momentum```** ( double[3] )
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<a id=body_rotation></a>
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#### Body rotation
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The body rotation matrix of the vehicle is determined by integrating the [body rotation rate](#body_rotation_rate) matrix of the vehicle over time.
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![body_rotation_equation](Images/body_rotation_equation_12_pt.png)
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- **```crewModule.dyn.R```** ( double[3][3] )
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### Vehicle State Derivatives and Dependencies
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<a id=total_force></a>
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#### Total Force
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The total force acting on the crew module is the sum of the [force of gravity](#force_of_gravity), the [force of buoyancy](#force_of_buoyancy), and the [force of drag](#force_of_drag).
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<a id=Equation-1></a>
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![F_total_equation](Images/F_total_equation_12_pt.png)
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- **```crewModule.dyn.force_total```** ( double[3] )
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<a id=force_of_gravity></a>
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#### Force of Gravity
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By Newton’s 2nd Law, the force of gravity on the vehicle is the [mass of the vehicle](#vehicle_mass) times the [acceleration of gravity](#acceleration_of_gravity).
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<a id=Equation-2></a>
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![F_gravity_equation](Images/F_gravity_equation_12_pt.png)
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- **```crewModule.dyn.force_gravity```** ( double[3] )
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<a id=acceleration_of_gravity></a>
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#### Acceleration of Gravity
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In this simulation the acceleration is fixed at:
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<a id=acceleration_of_gravity_equation></a>
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![acceleration_of_gravity_equation](Images/acceleration_of_gravity_equation_12_pt.png)
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<a id=vehicle_mass></a>
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#### Vehicle Mass
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Default value of the vehicle mass is:
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![mass_vehicle_equation](Images/mass_vehicle_equation_12_pt.png)
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- **```crewModule.dyn.mass_vehicle```** ( double )
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<a id=force_of_buoyancy></a>
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#### Force of Buoyancy
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Buoyancy is a force on an object, that opposes gravity, by a fluid within which it’s immersed. This force is equal to the [mass of the displaced water](#displaced_mass) times the [acceleration of gravity](#acceleration_of_gravity).
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<a id=Equation-3></a>
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![F_buoyancy_equation](Images/F_buoyancy_equation_12_pt.png)
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- **```crewModule.dyn.force_buoyancy```** ( double[3] )
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<a id=force_of_drag></a>
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#### Drag force
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This drag force is not accurate. It's simply opposes the [linear velocity](#linear_velocity), as a means of sapping energy from the system.
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![Force_drag_equation](Images/Force_drag_equation_12_pt.png)
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- **```crewModule.dyn.force_drag```** ( double[3] )
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<a id=displaced_mass></a>
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#### Displaced Mass
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The displaced mass of the water is equal to the [density of water](#density_of_water) times its [displaced volume](#displaced_volume).
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<a id=Equation-4></a>
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![mass_displaced_equation](Images/mass_displaced_equation_12_pt.png)
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- **```crewModule.dyn.mass_displaced```** (double)
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<a id=density_of_water></a>
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#### Density of Water
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Default value is the density of sea water:
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<a id=Equation-4></a>
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![density_of_water_equation](Images/density_of_water_equation_12_pt.png)
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- **```crewModule.dyn.density_of_water```** (double)
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<a id=total_torque></a>
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#### Total Torque
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The total torque acting on the crew module is the sum of the [buoyancy torque](#buoyancy_torque), and [drag torque](drag_torque).
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![torque_total_equation](Images/torque_total_equation_12_pt.png)
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- **```crewModule.dyn.torque_total```** (double[3])
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<a id=buoyancy_torque></a>
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#### Buoyancy Torque
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The [force of buoyancy](force_of_buoyancy) acts on the [center of buoyancy](#center_of_buoyancy), that is: the center of mass of the displaced water. So the torque on the vehicle due to buoyancy is:
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<a id=Equation-5></a>
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![Equation 5](Images/torque_buoyancy_equation_12_pt.png)
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- **```crewModule.dyn.torque_buoyancy```** (double[3])
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<a id=drag_torque></a>
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#### Drag Torque
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We won't even pretend this drag torque is accurate. It's simply opposes the [angular velocity](#angular_velocity), as a means of sapping energy from the system, to settle the rocking of the crew module.
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<a id=Equation-6></a>
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![Equation 6](Images/torque_drag_12_pt.png)
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- **```crewModule.dyn.torque_drag```** (double[3])
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<a id=angular_velocity></a>
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#### Angular Velocity
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The angular velocity of the vehicle is a function of the [angular momentum](#angular_momentum), the vehicle [inertia tensor](#inertia_tensor) and the [vehicle body rotation](#body_rotation).
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<a id=Equation-7></a>
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![Equation 7](Images/angular_velocity_equation_12_pt.png)
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where:
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<a id=Equation-8></a>
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![Equation 8](Images/I_world_inverse_equation_12_pt.png)
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- **```crewModule.dyn.angular_velocity```** (double[3])
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<a id=body_rotation_rate></a>
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#### Body Rotation Rate
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The body rotation rate is the product of the skew-symetric-matrix form of the [angular velocity](#angular_velocity), and the [body rotation](#body_rotation) matrix.
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<a id=Equation-9></a>
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![Equation 9](Images/Rdot_equation_12_pt.png)
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- **```crewModule.dyn.Rdot```** (double[3][3])
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<a id=linear_velocity></a>
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#### Linear Velocity
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The linear velocity of the vehicle is the [linear momentum](#linear_momentum) of the vehicle divided by its [mass](#vehicle_mass).
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<a id=Equation-10></a>
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![Equation 10](Images/velocity_equation_12_pt.png)
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- **```crewModule.dyn.velocity```** (double[3])
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<a id=inertia_tensor></a>
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#### Inertia Tensor
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Default value is:
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![Equation 10](Images/inertia_tensor_equation_12_pt.png)
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- **```crewModule.dyn.I_body ```** (double[3][3])
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---
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The following convenience function:
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```crewModule.dyn.init_inertia_tensor(double A, double B, double C);```
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sets the diagonal elements as follows:
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```
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I_body[0][0] = mass_vehicle * (B*B + C*C);
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I_body[1][1] = mass_vehicle * (A*A + C*C);
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I_body[2][2] = mass_vehicle * (A*A + B*B);
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```
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All other ```I_body``` elements are set to 0.
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---
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<a id=displaced_volume></a>
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#### Displaced Volume
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The displaced volume is the volume that is 1) within the vehicle and 2) within the body of water.
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<a id=Equation-11></a>
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![Equation 11](Images/Volume_displaced_equation_12_pt.png)
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- **```crewModule.dyn.volume_displaced```** (double)
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<a id=center_of_buoyancy></a>
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#### Center of Buoyancy
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The center of buoyancy is the center of gravity of the displaced volume of water.
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<a id=Equation-12></a>
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![Equation 12](Images/CB_equation_12_pt.png)
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- **```crewModule.dyn.center_of_buoyancy```** (double[3])
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<a id=vehicle_shape></a>
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## Vehicle Shape
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In this simulation, the shape of the crew module is defined by a sphere, a cone, and a plane, as shown in the picture below.
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![Equation 12](Images/CM_shape.png)
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```bool CrewModuleShape::containsPoint(double (&test_point)[3])``` returns ```true``` if the given point is 1) in the sphere, 2) in the cone, and 3) on the correct side of the plane.
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<a id=inside_pseudo_function></a>
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The pseudo-function ```inside(double p[3])``` used in the integrals above represents logic that determines whether a point is within the displaced volume of water. A point is within the displaced volume if 1) it is within the crew module volume, that is ```containsPoint``` returns ```true```, and 2) it is below the surface of the water, that is the z component of the point is less than 0.
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