Re: [Flightgear-devel] Taxiway editors

2003-11-20 Thread Jon Stockill
On Thu, 20 Nov 2003, Bernie Bright wrote:

 I'm working on an AFCAD-like taxiway editor for the FlightGear Scenery
 Designer, http://sourceforge.net/projects/fgsd/.  Checkout the
 taxiway_editor_3 branch.  Most of the basic editing functionality is present.
 The resultant output is an xml file.

 Note, recent changes to fltk v2 means my stuff won't compile any more.  I will
 fix it real soon now.

I tried building fgsd the other day (I've got a bunch of objects I want
to place), and it failed rather spectacularly, so I'm guessing I have an
incompatible fltk lib installed - presumably the taxiway editor would
suffer from the same problem.

-- 
Jon Stockill
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Re: [Flightgear-devel] Taxiway editors

2003-11-20 Thread Jon Stockill
On Wed, 19 Nov 2003, David Luff wrote:

 I assume you're working on UK airfields :-)

How'd you guess...

It seems a shame not to be able to taxi up to the RAF c-type hangar I've
modelled - past the tower and signals square, after flying over an RAF
station full of H blocks :-)

Practice with blender really does help you get a LOT faster at this sort
of thing.

I'll try and get some pics up later.

 However, if that's what you want to do (edit and create the raw x-plane
 type taxiways) then I'll have a hack at it - I reckon about 4 - 6 weeks to
 get something usable by the keen.  It should be quite easy to overlay OS
 grid lines as well to help you line up.

That's really what I'm after - although being able to edit the logical
stuff too so that it can be used with the AI code would also be very
handy. OS grid lines would really help too. ANYTHING has got to be quicker
than editing it all by hand and checking the layout in the cgi script I
did some months ago!

-- 
Jon Stockill
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Re: [Flightgear-devel] Taxiway editors

2003-11-20 Thread Frederic BOUVIER
Jon Stockill wrote:
 On Thu, 20 Nov 2003, Bernie Bright wrote:
 
  I'm working on an AFCAD-like taxiway editor for the FlightGear Scenery
  Designer, http://sourceforge.net/projects/fgsd/;.  Checkout the
  taxiway_editor_3 branch.  Most of the basic editing functionality is present.
  The resultant output is an xml file.
 
  Note, recent changes to fltk v2 means my stuff won't compile any more.  I will
  fix it real soon now.
 
 I tried building fgsd the other day (I've got a bunch of objects I want
 to place), and it failed rather spectacularly, so I'm guessing I have an
 incompatible fltk lib installed - presumably the taxiway editor would
 suffer from the same problem.

Hey guys, if you don't bother sending a warning notice on the mailing list,
don't complain it don't works.

Anyway, Paul Surgeon warns me and it is now fixed.

-Fred


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Re: [Flightgear-devel] concorde

2003-11-20 Thread Innis Cunningham


Jon S Berndt writes

 The next simplest thing would be
to fly to wherever the user is and hold their hand as they type.

Jon
Thanks Jon I'll have the bed made up in the spare room.When
can I expect you LOL.
Cheers
Innis
The Mad Aussi
P.S Will fill fridge with beer.
_
Hot chart ringtones and polyphonics. Go to  
http://ninemsn.com.au/mobilemania/default.asp

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Re: [Flightgear-devel] Taxiway editors

2003-11-20 Thread Jon Stockill
On Thu, 20 Nov 2003, Frederic BOUVIER wrote:

 Hey guys, if you don't bother sending a warning notice on the mailing list,
 don't complain it don't works.

I don't warn you because I expect this kind of thing from CVS versions
occasionally - I just try again a few days later when things have got
themselves back in sync. If it continues to fail then I'd let you know.

-- 
Jon Stockill
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Re: [Flightgear-devel] Taxiway editors

2003-11-20 Thread David Luff
On 11/20/03 at 11:18 AM Jon Stockill wrote:

On Wed, 19 Nov 2003, David Luff wrote:

 I assume you're working on UK airfields :-)

How'd you guess...

:-)


It seems a shame not to be able to taxi up to the RAF c-type hangar I've
modelled - past the tower and signals square, after flying over an RAF
station full of H blocks :-)

Practice with blender really does help you get a LOT faster at this sort
of thing.

I'll try and get some pics up later.

 However, if that's what you want to do (edit and create the raw x-plane
 type taxiways) then I'll have a hack at it - I reckon about 4 - 6 weeks
to
 get something usable by the keen.  It should be quite easy to overlay OS
 grid lines as well to help you line up.

That's really what I'm after - although being able to edit the logical
stuff too so that it can be used with the AI code would also be very
handy. OS grid lines would really help too. ANYTHING has got to be quicker
than editing it all by hand and checking the layout in the cgi script I
did some months ago!

OK, I've hacked something up:

www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p0p2-preAlpha-w32bin.zip
 - Windows Binary (statically linked) [267K]

www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p0p2-preAlpha-src.tar.gz
 - source and makefile for Linux [38K], requires wxGTK-dev.

Taxiways can be individually rotated, translated, and altered in size, and
can be added.  Pressing 'w' writes them out in FG format to ICAO.dat (where
ICAO is the code of the airport being worked on), from where they can be
pasted into runways.dat.  No deletion or undo yet!!! So far it's all using
the keyboard, not the mouse.  The runways cannot be edited, and a real
FlightGear airport probably needs to be loaded to start with (ie. at least
one runway is needed to set the airport position).

Instructions and keys are as below:

 - Needs runways.dat in working directory.  

 - Use 'LoadRawAirport' menu entry and enter ICAO code.  

 - F4/F5 zoom in/out. 

- arrows pan.  

- j/k  - if no taxiways are selected, rotates all taxiways (not runways)
about the *airport* origin.
If a taxiway is selected, rotates that taxiway about the *selected taxiway*
origin.
Pressing shift (ie J/K) increases the rotation speed, but reduces the
resolution.

 - d/f/r/c translate all taxiways if none selected, or only the selected
one if one is selected.
Once again, shift increases speed.

 - t adds a taxiway at the airport origin with selection.

 - l/L increases/decreases the length of a taxiway. (Thats little el and
big el, not eye and el!!!).

 - o/O increases/decreases the width of a taxiway.

 - w writes out all taxiways in FG format to ICAO.dat.

 - TAB selects the next taxiway (cycles through the list).  One position in
the list is no selection.

 - BACKSPACE selects the previous taxiway.

 - ESC removes the selection from all taxiways.

Please let me know if it works, particularly if it compiles OK.  Feedback
should increase the pace of development :-)

Have fun, looking forward to the screenshots,

Cheers - Dave



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Re: [Flightgear-devel] Taxiway editors

2003-11-20 Thread Jon Stockill
On Thu, 20 Nov 2003, David Luff wrote:

 Please let me know if it works, particularly if it compiles OK.  Feedback
 should increase the pace of development :-)

It compiles correctly on slackware 9.1, looks to be just the job - I'll
give it a proper test drive later.

-- 
Jon Stockill
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[Flightgear-devel] Terrain blacking out randomly

2003-11-20 Thread Hoyt A. Fleming
I am running the ready to run Windows executables of FG version 9.3.  When
I fly, every couple of minutes the terrain goes completely black for a
couple of
frames and the returns to normal.   However, sky does not go black.

My computer has an Intel Pentium 2.53 GHz processor, an ATI Radeon Pro
graphics card , 0.5 GB of RAM and runs Windows 2000.  I have not had this
problem on earlier
builds of FG.

Has anyone else experienced this problem?  Does anyone know what could be
causing the problem?

Hoyt Fleming



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[Flightgear-devel] New timer code ported onto old

2003-11-20 Thread Andy Ross
I wrote:
 This drop includes a new, non-Nasal FlightGear subsystem:
 FGTimerMgr.  This is a heap-based priority queue implementation that
 manages timeout callbacks for anyone that asks.

Curt rapidly pointed out that I'd missed the existence of the
SGEventMgr class, which does very similar things.  It didn't *quite*
do what I wanted, so I ported my new stuff onto its interface instead.
But I want everyone to try/test the script engine, so you can't have
it independently. :)

   http://www.plausible.org/andy/fg-nasal-1.2.tar.gz

  [It's really easy: drop the SimGear files into your simgear tree
  and rebuild.  Drop the source files into your FlightGear tree and
  rebuilt. Drop the data files into your base package and run.
  Press Shift-C to rotate through the various example Nasal
  functions.]

API changes:

There used to be an API where you could add a SGSubsystem to the event
manager, which would call the subsystem's update() method
periodically.  This was unused.  It also duplicated functionality in
the SGSubsystemMgr, which *also* calls the update() method out of the
main loop.  This is probably dangerous, since someone who
misunderstands the API will get doubled update() calls with no way to
tell the difference.  It was dead code; I yanked it.

The add() methods have split into addTask(), which adds a repeating
callback that matches the old API, and addEvent(), which adds a
one-shot event which matches my Nasal settimer() usage model.

There is a boolean simtime you can pass to indicate that you want
simulated time or real time.  The default, which matches the old
implementation, is real time.  I ported the existing usages over to
the realtime model, since that preserves compatibility.  I didn't
audit the existing stuff to see if it should have been using simtime
all along.

[NEWS FLASH: I just discovered that this feature doesn't work.  The
main loop passes a zero dt argument to update() when the simulator
is paused.  I'll look at ways of fixing this, but I'll leave the API
as-is.  Clearly some things, like user-interface timeouts and
animations, are going to want access to real timeouts independant of
simulator time.]

The time numbers used to be integers specifying milliseconds.  They
are now doubles in units of seconds; this matches the usage in
SGSubsystem::update(), and is generally cleaner IMHO.

Internal changes:

The add methods still accept the name argument for debugging.  But
they throw it away.  It doesn't get stored in the event objects.
Copying a string for every event invocation seemed a little like
overkill to me.

Algorithmic superiority.  This one is a priority queue, so it takes
O(logN) time to insert a new event or extract the next one.  The old
one had to do an O(N) search through all the events every frame.  It's
a non-issue now, but as we move towards thousands of events (who was
it that was talking about AI handling for hundreds of ground
vehicles?), this will be significant.

Anyway, try it and see if anything breaks.

Andy



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[Flightgear-devel] Re: New timer code ported onto old

2003-11-20 Thread Melchior FRANZ
* Andy Ross -- Thursday 20 November 2003 17:18:
 Anyway, try it and see if anything breaks.

Doesn't compile. Fix:


$ diff -u /tmp/source/src/Scripting/NasalSys.cxx NasalSys.cxx
--- /tmp/source/src/Scripting/NasalSys.cxx  2003-11-20 16:17:03.0 +0100
+++ NasalSys.cxx2003-11-20 22:11:47.497863448 +0100
@@ -5,7 +5,7 @@

 #include plib/ul.h

-#include simgear/nasal.h
+#include simgear/nasal/nasal.h
 #include simgear/props/props.hxx
 #include simgear/misc/sg_path.hxx
 #include simgear/structure/commands.hxx
$ diff -u /tmp/source/src/Scripting/NasalSys.hxx NasalSys.hxx
--- /tmp/source/src/Scripting/NasalSys.hxx  2003-11-19 22:54:31.0 +0100
+++ NasalSys.hxx2003-11-20 22:12:53.117887688 +0100
@@ -3,7 +3,7 @@

 #include simgear/misc/sg_path.hxx
 #include simgear/structure/subsystem_mgr.hxx
-#include simgear/nasal.h
+#include simgear/nasal/nasal.h

 //#include Main/fgtimer.hxx



What I like about PSL is that I don't have to learn yet another
language. C knowledge is all I need. And what I don't like about
Nasal is the name. Makes me too much think of noses.

But apart from that, everything worked flawlessly!  :-)

m.




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[Flightgear-devel] Re: New timer code ported onto old

2003-11-20 Thread Melchior FRANZ
* Melchior FRANZ -- Thursday 20 November 2003 22:25:
 But apart from that, everything worked flawlessly!  :-)

i.e. as advertized (the autopilot dialog does indeed not work).

And the lib should be called libsgnasal.a if it is to be
added to sg.

m.

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Re: [Flightgear-devel] Re: New timer code ported onto old

2003-11-20 Thread Andy Ross
Melchior FRANZ wrote:
 Doesn't compile. Fix:

Does compile.  You didn't make install your SimGear and are trying
to compile against the source tree instead.  :)

But the variant directory structure (nasal.h installs to a different
location than it has in the source tree) is probably a bug.  The
proper fix requires modification to simgear/nasal/Makefile.am too, I
think.  I'm fuzzy on how this automake stuff works.

 What I like about PSL is that I don't have to learn yet another
 language. C knowledge is all I need. And what I don't like about
 Nasal is the name. Makes me too much think of noses.

Do you know any Javascript?  Nasal is very similar.  Take a look at
http://www.plausible.org/nasal/sample.nas for a quick tutorial.
Honestly, the syntax is very conventional; almost all the C like
code you can write looks basically the same as it does in C.

The only truly weird thing is that you don't declare functions.
Where most language do something like:

void funcname() { ... } /* C */
sub funcname { ... } # Perl
def funcname(): #
... # Python
function funcname() { ... } // Javascript

Nasal uses:

funcname = func { ... }

That is, the func { ... } expression defines an anonymous function
object, which gets assigned to a plain old variable named funcname.

Andy



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Re: [Flightgear-devel] Re: New timer code ported onto old

2003-11-20 Thread Andy Ross
Melchior FRANZ wrote:
 I never make install in SimGear, but have a link to the simgear dir
 from /usr/local/include. This has always worked. But it cannot work
 when the source refers to simgear/nasal.h, although the file is
 actually in simgear/nasal/nasal.h.

You misunderstand.  The build system makes no guarantee that the
locations of files in the install tree will match their locations in
the source tree.  This has always worked only because SimGear has
adhered to a convention where this is so.

The issue of what the #include lines contain is secondary.  The
install location needs to be modified in the Makefile.am as well,
otherwise you will just break people building from an installed tree.
If any automake gurus can tell me how to make the nasal.h header
appear in a nasal subdirectory, please tell me. :)

 No. I find it disgusting. HTML pages with ECMA p*ss me off.  They
 tend to not work.

Browsers have historically implemented standard Javascript APIs like
DOM badly.  And web developers have historically done a poor job of
handling these incompatibilities.  None of that has anything to do
with the language.  You really should take a look.  It's quite sane.

Obviously, Nasal isn't a browser extension language and has no DOM
implementation, so you're safe. :)

Andy



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[Flightgear-devel] Re: New timer code ported onto old

2003-11-20 Thread Melchior FRANZ
* Andy Ross -- Thursday 20 November 2003 23:46:
 You misunderstand.  The build system makes no guarantee that the
 locations of files in the install tree will match their locations in
 the source tree. 

Yes, and everybody knows that. It's just that making that link
was once recommended on this list and has always worked. And
I assume that this is no coincidence.  =EOT=

m.

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Re: [Flightgear-devel] Re: New timer code ported onto old

2003-11-20 Thread Frederic Bouvier
Melchior FRANZ wrote:
 * Andy Ross -- Thursday 20 November 2003 23:46:
  You misunderstand.  The build system makes no guarantee that the
  locations of files in the install tree will match their locations in
  the source tree. 
 
 Yes, and everybody knows that. It's just that making that link
 was once recommended on this list and has always worked. And
 I assume that this is no coincidence.  =EOT=

There are people that don't use automake to build flightgear and they 
would be gratefull if they could continue to build without having 
to duplicate stuff.

Thanks,
-Fred



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[Flightgear-devel] CVS problem ?

2003-11-20 Thread Frederic Bouvier
I am getting this tonight :

cvs -z3 -q -n update -P (in directory D:\FlightGear\cvs\SimGear\)
Protocol error: 'Directory' missingE Protocol error: 'Directory' missingE
Protocol error: 'Directory' missingE Protocol error: 'Directory' missingE
Protocol error: 'Directory' missingE Protocol error: 'Directory' missingE
Protocol error: 'Directory' missingE Protocol error: 'Directory' missingE
Protocol error: bad global option -l

*CVS exited normally with code 1*

Same with TerraGear, SimGear, FG sources and FG data

This is with WinCVS 1.2 that comes with cvs 1.11

Do something changed on the server recently ?

-Fred



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Re: [Flightgear-devel] Re: New timer code ported onto old

2003-11-20 Thread Andy Ross
Frederic Bouvier wrote:
 There are people that don't use automake to build flightgear and
 they would be gratefull if they could continue to build without
 having to duplicate stuff.

I'm going to have to start writing clearer, I guess.  Let me say it
again:

I *want* to put the nasal.h file into a subdirectory.  Tell me how.
Editting C++ code is not sufficient.

Andy



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[Flightgear-devel] Re: New timer code ported onto old

2003-11-20 Thread Melchior FRANZ
* Andy Ross -- Thursday 20 November 2003 23:46:
 The install location needs to be modified in the Makefile.am as well,

Yes, of course.



 otherwise you will just break people building from an installed tree.
 If any automake gurus can tell me how to make the nasal.h header
 appear in a nasal subdirectory, please tell me. :)

I find automake disgusting, too.  :-)
No wonder that the KDE people finally replaced automake by
unsermake (and later by brockenboring ...?).



 Browsers have historically implemented standard Javascript APIs like
 DOM badly.

Yes, that's the reason why I've never looked into it. It was worthless
as a client-side web language. But as a language it may not be that bad.



 Obviously, Nasal isn't a browser extension language and has no DOM
 implementation, so you're safe. :)

Yes. Hey, it's definitely not going to become the worst language
I had managed to learn.  ;-)

m.

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Re: [Flightgear-devel] Re: New timer code ported onto old

2003-11-20 Thread Bernie Bright
On Thu, 20 Nov 2003 15:28:49 -0800
Andy Ross [EMAIL PROTECTED] wrote:

 Frederic Bouvier wrote:
  There are people that don't use automake to build flightgear and
  they would be gratefull if they could continue to build without
  having to duplicate stuff.
 
 I'm going to have to start writing clearer, I guess.  Let me say it
 again:
 
 I *want* to put the nasal.h file into a subdirectory.  Tell me how.
 Editting C++ code is not sufficient.

Judging from the other Makefile.am files, try adding

includedir = @includedir@/nasal

to your Makefile.am and re-run automake, etc.

Bernie

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[Flightgear-devel] Carrier landings

2003-11-20 Thread Curtis L. Olson
Here's one that's been bugging me for a while.  I never seem to be
getting proper terrain elevation hits off of .ac loaded
models... things like buildings, bridges, aircraft carriers, etc.

I was looking at this tonight and I think I found the problem.  The
hitlist code wasn't handling the vertex order of triangle strips quite
right.  Shoot me, but the terrain just uses triangle fans.  These were
handled correctly.  However, .ac models are optimized triangle strips
which weren't being handled quite right.  I *think* I have this fixed
and will commit my change soon.

Just for fun, I placed the saratoga off the san francisco coast a ways
and was able to land on it.  I might as well commit that minor change
too so others can play ... just take off out of KSFO and fly a heading
of about 300-305 (true).  

However, there is still an issue (and I will assert that it is a
modeling issue perhaps?)  The lines painted on the saratoga deck are
actually done with raised polygons (by a foot or two) to avoid
z-buffer fighting.  However the terrain intersection code sees these
raised lines so if you move across the deck and hit a line, the
aircraft is suddenly become 1-2 feet under the reported surface, this
generates excessive gear forces and triggers a crash.  Dohhh

The saratoga is extremely simplistic.  Any one want to take a pass at
building a spiffier aircraft carrier model?

Ok, and for those of you that worry about these sorts of things, it's
a statically placed, non moving aircraft carrier a) so I can find it
and b) so I don't have to worry about sticking one DCS object to
another.

Now, off to see if I can land the seahawk ...

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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RE: [Flightgear-devel] Carrier landings

2003-11-20 Thread Jon Berndt
 Ok, and for those of you that worry about these sorts of things, it's
 a statically placed, non moving aircraft carrier a) so I can find it
 and b) so I don't have to worry about sticking one DCS object to
 another.

For certain objects (like a carrier for instance), would it be possible to
mark the leaf (or whatever you call the GL object that models the deck of
the carrier) as a *moving* object, and associate it with a translational and
rotational velocity vector? That way, it is possible for the FDMs to perhaps
sense a moving object when they are over one, and take this velocity into
account when doing the ground reactions?

Additionally, this means we (FDM authors) need to consider adding a catapult
device and an arresting cable as forces that can act on an aircraft.  I had
meant to add parachute decelerators to JSBSim anyhow ... it's probably not
that much more of a stretch to add the former two.

This could be cool.

Jon


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[Flightgear-devel] flying under bridges.

2003-11-20 Thread Curtis L. Olson
Since I was poking around with the terrain intersection code anyway
tonight, I made a small modification that allows you to fly under the
bridges, then turn around and land on them lengthwise.  Essentially,
the terrain intersection code only returns hits at or below your
current elevation.  This should allow you to taxi into (open) hangers,
drive through tunnels, and should generally work like you'd
expect/hope.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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