Hi Diego,

On Thursday 05 March 2009 22:08:54 Diogo Kastrup wrote:
> That sounds great, I am looking forward to using this improved
> groundcache. I couldn't test it so far but I will try to update the
> friction code ASAP. Unfortunately I am going to stay away from fgfs a
> little longer than expected.
>
> What is the status of the the body fixed reference point API? I would be
> glad to help on you with that when I get back to it.

Well, currently working on two problems. Still the memory stuff, which is, 
solved right, a tricky thing. And your interface as well as other useful 
interface additions.

What I can probably provide this weekend is something similar in the api to 
your current additions without the need to configure extra 'platforms'.

I am not sure if this is the right approach, but It will provide you with the 
information you need to have a reference position/orientation.

So, in principle:
Each get_agl call delivers additionally an opaque id of the body you have 
found in the agl computation. This id might be 0 which means you are standing 
on something earth fixed.
If you get a nonzero id value, you can with a new call 'get_body' get the 
transform matrix and velocity of that body with a given id and at a given 
time. This works as long as you have anything from this body in the 
groundcache which should be true for your implemented 5mm spring.

So the difference api wise is that you need to track the 'platform id' yourself 
instead of doing this in the groundcache/interface. Think of the case where 
the aircraft stands with the nose wheel on the carriers main deck and with the 
main wheels on an elevator. You will recieve the carriers's main id for the 
nose wheel and the elevator id for the main wheels. If you move the elevator 
down a bit, this still works.

Does this sound reasonable for you?

Additionally, there will be queries for 'nearest geometry in any direction 
closer than a given maximum distance'. Remember that the agl thing evaluates 
the nearest geometry looking downwards without distance limitation.
Usually this type of environment query is a little cheaper since the geometry 
what is queried is a small sphere instead of a large line, so less geometry is 
tested.
You will also get the body id here ...
This could be helpful for simple contact points. 

Greetings

Mathias

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