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# Hypervehicle Components | ||
# HyperVehicle Components | ||
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## Component Definitions | ||
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# General Component Types | ||
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The following defines the general component types of <tt>HyperVehicle</tt>. These are not | ||
vehicle-specific. | ||
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## Revolved Component | ||
Revolved geometries can be constructed using the {py:class}`.RevolvedComponent`. | ||
This component is defined primarily by the line to be revolved. | ||
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## Swept Component | ||
Swept geometries can be constructed using a {py:class}`.SweptComponent` type. This | ||
component requires a series of cross-sectional patches to be defined. | ||
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## Cube Component | ||
A cube can be constructed via the {py:class}`.Cube` class. It only requires the cube side | ||
length to be provided. | ||
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## Sphere Component | ||
A sphere can be constructed using the {py:class}`.Sphere` class. Like the cube, it | ||
only requires a radius to be defined. | ||
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## Composite Component | ||
In some advanced instances, you may wish to combine the patches of various components | ||
into a single component. Or, you may have defined your own patch types. For this purpose, | ||
the {py:class}`.CompositeComponent` class is available. This class allows a user to stack | ||
individual {py:class}`.Component` objects to form a composite, which can then be added to | ||
the {py:class}`.Vehicle`, for example. |
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# HyperVehicle Components | ||
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As described in the [<tt>HyperVehicle</tt> overview](overview), a component-based approach is | ||
used to construct geometries. We classify two types of components: general components and vehicle components. The former refers to components defined by operations you may already be familiar | ||
with from a CAD context, while the latter refers to components made specifically to help define | ||
hypersonic vehicle geometries. | ||
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```{toctree} | ||
:maxdepth: 1 | ||
General Components <general> | ||
Vehicle Components <vehicle> | ||
``` |
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# Vehicle Specific Component Types | ||
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The following section describes the component types defined for helping specifically | ||
with vehicle geometries. | ||
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## Wing Components | ||
For constructing wings, the {py:class}`.Wing` component | ||
function is available. A wing component is constructed | ||
by first defining the planform according to the points | ||
defined in the schematic below. | ||
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![Wing planform](../../images/components/wing_planform.png "Wing planform") | ||
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Next, thickness is added to the wing using user-defined | ||
thickness functions. These function can be as simple as | ||
providing a constant thickness, or as complex as | ||
providing 3-dimensionally varying thickness. | ||
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![Wing thickness functions](../../images/components/wing_thickness.png "Wing thickness functions") | ||
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A trailing-edge flap can easily be added to a wing component | ||
by defining the flap length and flap type. The flap angle can | ||
also be provided to deflect the flap. | ||
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![Wing flap](../../images/components/flap.png "Wing flap") | ||
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## Fin Components | ||
Another helper component is the {py:class}`.Fin`. | ||
Fin components are very similar to wing components, but | ||
offer a few convenient options to assist in positioning. | ||
As with a wing, a fin is first defined by its planform | ||
according to the points shown below. | ||
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![Fin planform definition](../../images/components/fin_planform.png "Fin planform definition") | ||
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A rudder can also be added to the trailing-edge of a fin, | ||
producing something like that shown below. | ||
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![Rudder length](../../images/components/rudder_length.png "Rudder length") | ||
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To assist in fin positioning, the fin angle argument can | ||
be used to specify the angle of the fin, as rotated about | ||
the vehicles longitudinal (x) axis. | ||
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![Fin angle](../../images/components/fin_angle.png "Fin angle definition") | ||
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The pivot angle of the fin can also be controlled using | ||
the pivot angle argument. The pivot point can also be | ||
specified. | ||
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![Fin pivot angle](../../images/components/fin_pivot.png "Fin pivot angle") | ||
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# HyperVehicle Examples | ||
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Take a look at the examples below to see how <tt>HyperVehicle</tt> can be used to | ||
generate 3D geometries. | ||
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```{toctree} | ||
:maxdepth: 1 | ||
Sharp Wedge <wedge> | ||
NASA X-43A Demonstrator <x43> | ||
``` |
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