Sam Varner writes:
>

Hi Sam
I downloaded VAMOS today and have just started looking at it

NEAT STUFF !!

>I already have a pretty complete car model with suspension, engine,
>transmission, tires and all that good stuff.  I was hoping to figure out
>how to make this model run in FlightGear-land.  My biggest questions
>are:
>
>1) How do I add a model to FlightGear?  Do I need to derive from a
>specific class?  How do I register the vehicle with the program?  What
>sort of initialization do I have to do?

For now I would reccomend creating a new FDM that was constrained
to the surface so to speak
see the balloon and/or magic modules for good starter FDMs

>2) How do I interact with the environment?  How are collisions detected
>and how are vehicles notified?  How is information about surfaces
>(grass, concrete, etc.) passed?

The scenery module updates the elevation and surface normal of the
'current position' every frame
see scenery.h  for how to retrieve this and take a peek at the
int FGTileMgr::update() function to see where this is determined
and the above mentioned FDM's should also help show how to get
at this

FWIW - If you are familiar with PLib's HOT routines you will find the
FGFS HOT routines quite familiar :-))

This should be enough to get you started and we can update this into
querying this info for each wheel on you have got the simple case done :-)

I don't think we are storing the surface properties yet but we should be
and it is easy enough todo. I think that if you just put the hooks in place
that you will eventually be able to get a pointer to the material properties
along with the elevation and surface normal at each wheel

We really don't have what is normally considered to be a general purpose
collision detection routine

Give me a couple of days to look at the VAMOS code and I will probably
be able to speak on a 'better' wavelength :-)

Welcome aboard !!

Norman


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