Roman, If you know the light posns in runway (object) coords all you need to know is the lat, lon and alt of the centre/corner (0,0,0) of the runway. Construct transformation matrix as is done for dynamic objects in main.cxx. Rotate first for lat, lon and translate by Objtrans (see below).
//object gbs-posn in cartesian coords Point3D obj_posn = Point3D( obj_lon,obj_lat,obj_alt); Point3D obj_pos = sgGeodToCart( obj_posn ); // Translate object w.r.t tile center Point3D Objtrans = obj_pos - tile_center; This should work. This can be done offline and stored in a seperate file or done on the fly. Regards Ranga -----Original Message----- Okey guys, I'm trying to implement runway lights but I have some mathematical trouble: I know 4 corners of runway in local tile coordinates O1 O2 O3 O4 {x,y,z} And I have runway sheme of lights for example let O1 will have {100,100,100} in FG coordinates and {0,0,0} in local lights coordinate system. All I need to have formulas to convert this local lights coordinates to tile fg coordinates. I know that I can construct plane by 3 points using plib sg routine but wthat formulas? O2 O3 y | 0------0--------0 | | | | | | 0------0--------0-->x O1 O4 so in runway coordinate system we have 6 points {0,0,0}{100,0,0}{200,0,0},{0,50,0},{100,50,0},{200,50,0} and have simple routine to convert it to tile coordinate system I try many formulas but no success :(( So if some on do it we HAVE runway lights because you simply construct it using tileentry.cxx routines _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel