NavalForceModel bridge pattern keeps core::ForceModel interface intact while providing NavalContext (environment, speedToWater, speedToWind, EMA q_avg) to all naval models via bindContext. Force models: Inertial (Coriolis), Restoring (hydrostatic spring), Damping (potential + linear/quadratic), Squat (ICORELS shallow-water), Wind (REGULAR/ACSINKAGE), Current (OBOKATA section-integration and REGULAR with Van der Pol VIM RK4), Thrust (open-water Kt), Rudder (Prandtl lift), Tug (PUSH/PULL/ESCORTING with bilinear table). Wave engine: JONSWAP/PIERSON/REGULAR spectrum, Mitsuyasu cos-2S directional spreading, WAMIT RAO interpolation in WaveForces. NavalSimulation wraps core::Simulation, rebuilds NavalContext each step, maintains EMA (tau=16.5s). 63/63 tests pass. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
57 lines
1.4 KiB
C++
57 lines
1.4 KiB
C++
#include <catch2/catch_test_macros.hpp>
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#include <catch2/catch_approx.hpp>
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#include <ymir/naval/forces/TugForces.h>
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#include <ymir/naval/NavalContext.h>
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#include <ymir/core/BodyState.h>
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using Catch::Approx;
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using namespace ymir::naval;
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static NavalContext makeCtx()
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{
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ymir::Vector6 q{};
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ymir::Vector6 qdot{};
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ymir::BodyState bs(q, qdot, 0.0, 0.1);
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NavalContext ctx{};
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ctx.state = bs;
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return ctx;
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}
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TEST_CASE("TugForces PUSH zero bollard produces no force")
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{
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TugForces::Config cfg{};
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TugForces::TugConfig t{};
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t.mode = TugMode::PUSH;
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t.position = {50.0, 0.0, 0.0};
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t.angle_deg = 0.0;
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t.bollardPull = 0.0;
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cfg.tugs.push_back(t);
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TugForces model(cfg);
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NavalContext ctx = makeCtx();
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model.bindContext(&ctx);
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auto forces = model.compute(ctx.state);
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for (int i = 0; i < 6; ++i)
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REQUIRE(forces.f[i] == Approx(0.0).margin(1e-10));
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}
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TEST_CASE("TugForces PUSH positive bollard produces force along heading")
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{
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TugForces::Config cfg{};
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TugForces::TugConfig t{};
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t.mode = TugMode::PUSH;
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t.position = {50.0, 0.0, 0.0};
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t.angle_deg = 0.0; // pushing along +x (aft → fwd)
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t.bollardPull = 100000.0; // 100 kN
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cfg.tugs.push_back(t);
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TugForces model(cfg);
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NavalContext ctx = makeCtx();
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model.bindContext(&ctx);
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auto forces = model.compute(ctx.state);
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REQUIRE(forces.f[0] != Approx(0.0).margin(1.0));
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}
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