<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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