On Tue, Apr 14, 2009 at 12:26 PM, Torsten Dreyer <tors...@t3r.de> wrote:
> > My questions is this ... from a modeling perspective, can that 2nd
> aircraft
> > be animated with absolute lon/lat/elev and roll/pitch/yaw degrees? Or
> > would we need to compute an X, Y, Z offset in meters for the second
> > aircraft? It would be a pain to figure out the orientation transform
> > relative to the original aircraft ... can the secondary aircraft be
> > animated with absolute angles relative to the world coordinate frame?
> >
> > (For animating the 2nd aircraft, I imagine we'd create some set of custom
> > property names, and I'd drive them externally via some network/file
> > protocol ... maybe creating a custom configuration for the "generic"
> > protocol.)
> Don't know if I understand you right, but if you want to create arbitrary
> aircraft with independent position and attitude values, you might want to
> use
> the multiplayer protocol. If you fake the mp-server, you might inject any
> number of aircraft into your scene.
I was hoping for a reasonably simple solution without needing new external
software development, but the idea of leveraging the multiplayer protocol is
interesting. I notice that with our existing multiplayer servers, there is
at least a many second delay in positioning the MP aircraft. Is that delay
imposed by the server side, or is there something built into the protocol
that could cause position updates to be delayed before they are drawn?
Back to my other idea. It shouldn't be hard to figure out an XYZ offset of
a 2nd piggyback model. But in terms of orientation, are there animation
primitives that would allow me to specify absolute euler angles for the 2nd
model, or would those angle also have to be computed relative to the primary
model orientation (that's doable I suppose, but my brain has begun to hurt
just at the suggestion of having to do it.) :-)
Thanks,
Curt.
--
Curtis Olson: http://baron.flightgear.org/~curt/
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