David Megginson <[EMAIL PROTECTED]> said:

> Jim Wilson writes:
> 
>  > Note that at this time I won't be moving the FOV value, which
>  > appears in /sim/field-of-view.

Ok...will do.

> 
> You might as well get it now, if you're doing a major reorg anyway.
> 
>  > Secondly I have reoriented the xyz offsets so that they are
>  > compatible with the rotation matrixes.  The axis for x-offset-m now
>  > goes to the right, for y-offset-m goes forward, and z-offset-m goes
>  > up.
> 
> Hmm.  This sounds very strange.  Before, you were using screen
> conventions, which seemed a bit inconsistent, but could be supported
> by some reasonable arguments.  If you're going to give up screen
> conventions, then switching to the aircraft body-axis convention of
> 
>   x = longitudinal, front to back (i.e. nose to tail)
>   y = lateral, left to right (i.e. wing-tip to wing-tip)
>   z = vertical, down to up (i.e. floor to ceiling)
> 
> would probably cause the least confusion.  Granted that not every view
> is from inside an aircraft, but we'd be more consistent this way.

Sigh.  This is confusing.  If I'm not mistaken, the axes as I described them 
are the way plib does them.  So apparently what I've got now is something that
works well for plib people.

At this point I'm thinking we should go with that.  The body-axis convention
doesn't work well for external views.  I'm sure that anything would work, but
I'm not too keen on reworking that pilot offset dial thing again :-).  
Basically my decision was based on the fact that the "Chase view" had it
different than the "Pilot view" and making the pilot view the same as the
chase view (a necessity to standardize the properties) meant a whole lot less
code editing.  I realize that I can lie to the interface and tell it that z is
y and y is z.  Guess that would be my first choice if we want to go back to
"screen orientation".  Note that the view code looks nice now with the Ys and
the Zs all lined up :-) ...and I kind of like it that way.

Best,

Jim

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