<sim>
  <view>
      <current>
          // xyz offset
          <x-offset-m></x-offset-m>
          <y-offset-m></y-offset-m>
          <z-offset-m></z-offset-m>
          // orientation rph offsets
          // the goals should be set if smoothed rotation is desired
          <goal-heading-offset-deg></goal-heading-offset-deg>
          <goal-roll-offset-deg>0</goal-roll-offset-deg>
          <goal-roll-offset-deg>0</goal-roll-offset-deg>
          <heading-offset-deg>0<heading-offset-deg>
          <roll-offset-deg>0<roll-offset-deg>
          <roll-offset-deg>0<roll-offset-deg>

... you probably mean heading/pitch/roll instead of having roll twice.

  <view>
      <name>Chase View</name>
      <config>
         // Target is the object being "looked at"
         <target-lat-deg-path>/position/latitude_deg</target-lat-deg-path>
         <target-lon-deg-path>/position/longitude_deg</</target-lon-deg-path>
         <target_alt_ft_path>/position/altitude_ft</target-alt-ft-path>
         <target-heading-deg-path>/orientation/heading_deg</target-heading--deg-path>
         <target-pitch-deg-path>/orientation/pitch_deg</target-pitch--deg-path>
         <target-roll-deg-path>/orientation/roll_deg</target-roll-deg-path>

.. I don't understand why you have the rotation data for the target,
given the axis rotations are specified in the eye position information.

  <view>
      <name>Tower View</name>
      <type>lookat</type>
      <config>
         // xyz offsets the eye...in lookat these are applied to the eye
         // position. x moves left/right, y moves up/down, z moves in/out.
         // In tower view these can be used to simulate err..umm
         // ..a tower on wheels

         <x-offset-m>0</x-offset-m>
         <y-offset-m>0</y-offset-m>
         <z-offset-m>0</z-offset-m>

... If you don't have axis rotations for the view, does this actually
correspond to east, up and north respectively ?  Tower on wheels is
quite reasonable, especially for "chase cars" as used by balloons.


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