Hi,
On Sunday 17 May 2009 05:36:25 Alexis Bory - xiii wrote:
When trying to get the terrain elevation under a solid AI (like a
tanker) we only get the elevation of the AI, maybe that's because it is
solid...
But it can be useful to get the real terrain elevation, for instance if
we want to
* Frederic Bouvier -- Tuesday 19 May 2009:
Maybe we could distinguish terrain and models in the traversal mask ?
For the moment, every solid models has the terrain bit. Then geo.elevation()
could accept a parameter that tells if it search terrain or solid objects.
geo.elevation() is just a
- Melchior FRANZ a écrit :
* Frederic Bouvier -- Tuesday 19 May 2009:
Maybe we could distinguish terrain and models in the traversal mask ?
For the moment, every solid models has the terrain bit. Then geo.elevation()
could accept a parameter that tells if it search terrain or solid
* Frederic Bouvier -- Wednesday 20 May 2009:
So if you really want to hit the floor and not the top of objects you can
iterate with different starting height until the second member is not nil ?
Well, yes. Maybe use binary search for that. But that's still a waste of
cycles if you really need
* Gijs de Rooy -- Wednesday 20 May 2009:
Melchior, you probably missed my last email.
No, I haven't. But that was about bad aircraft placement by the AI subsystem and
needs to be fixed there. Not exactly my domain, though I coud, of course, look
into that. (I'm just not too keen to do boring
* Frederic Bouvier -- Wednesday 20 May 2009:
- Melchior FRANZ a écrit :
Maybe use binary search for that.
I take that back. Just take the prior intersection altitude, reduce it by a
few centimeters and intersect again. There won't be that many layers. :-)
That would allow to place AI
On Wed, 20 May 2009, Melchior FRANZ wrote:
needs to be fixed there. Not exactly my domain, though I coud, of course, look
into that. (I'm just not too keen to do boring stuff after the recent
arguments.
The project might still decide to go the wrong way, and then I'd feel sorry
for
every
Hi,
Not that I knew. But typically if there is an object at some coordinates, then
you just don't want to put anything else excatly there, *on ground*. You
either
put it on top or a couple meters to the side. Let's wait until someone needs
more, then we can still add the missing
- Melchior FRANZ a écrit :
* Frederic Bouvier -- Wednesday 20 May 2009:
So if you really want to hit the floor and not the top of objects you can
iterate with different starting height until the second member is not nil ?
Well, yes. Maybe use binary search for that. But that's still
Detlef Faber wrote:
Am Dienstag, den 19.05.2009, 21:56 +0200 schrieb Melchior FRANZ:
* Detlef Faber -- Tuesday 19 May 2009:
This means while trying to pass beneath a bridge, geo.elevation returns
the heigth of thebridge which will obviously stop the walker from moving
ahead.
Am Sonntag, den 17.05.2009, 12:30 +0200 schrieb Alexis Bory - xiii:
Alexis Bory - xiii wrote:
Hi, When trying to get the terrain elevation under a solid AI (like a
tanker) we only get the elevation of the AI, maybe that's because it
is solid... But it can be useful to get the real
* Detlef Faber -- Tuesday 19 May 2009:
This means while trying to pass beneath a bridge, geo.elevation returns
the heigth of thebridge which will obviously stop the walker from moving
ahead.
But geo.elevation() has an optional third argument that defines from which
altitude
down the
Am Dienstag, den 19.05.2009, 21:56 +0200 schrieb Melchior FRANZ:
* Detlef Faber -- Tuesday 19 May 2009:
This means while trying to pass beneath a bridge, geo.elevation returns
the heigth of thebridge which will obviously stop the walker from moving
ahead.
But geo.elevation() has an
I seem to remember it is possible to make an object solid or not. I
Gijs' case this means the shelter should be made non-solid.
I can't remember how to do that though.
Wouldn't that mean that the object becomes un-crashable? Or can I
make things solid for AI traffic only?
Regards,
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