RE: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread VS Renganathan

Well I had something similar in mind when I wrote fgLoadDCS() and
fgUpdateDCS() in main.cxx. I had used a limit of 32 objects since I guessed
that more than that might affect frame rates. Presently repositioning is
possible thro network, albeit tied to fdm=ada, but thats trivial to change
to make it more widely usable. So far I have used scenery/objects.txt file
instead of .xml for loading objects. Is what you have in mind drastically
different from whats been implemented so far.
Regards
Ranga

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Curtis L.
Olson
Sent: Friday, April 05, 2002 1:01 AM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Moving carrier, and Repositioning
questions


What I would like to see implimented is a 'standard' DCS system (where
DCS stands for dyanamic coordinate system which is industry lingo for
objects that move in the scene ... their local coordinate system is
'dyanamic'.

I'm envisioning a DCS manager where you can register 'entities' with
an associated 3d model and an associated 'behavior'.  The behavior
could be a preset path to follow, or something more AI-ish, or even
something like JSBSim or YAsim (or perhaps entity positions could be
driven externally from a server to produce a 'shared' world for
collaborative flying.)  I'm thinking we could create some simple
FDM's, one that replays a preset path, and one that impliments
ultra-simple-light-weight flight dynamics which would be good enough
for 'realistic' robot planes viewed from a distance, but simple enough
so we can compute the dyanmics for many planes each frame.

The DCS system would take care of loading and attaching the 3d models
to the correct place in the scene graph and removing them.  It would
call the update() routine for each of their engines.  And it would
probably provide some sort of property interface to the positions,
orientations, and velocities of these dynamics entities.

That doesn't solve all the problems and address all the issues, but I
think it would be a good start.

Anyone want to work on this?  I could even give you your own
subdirectory.  ooh/ahh :-)

Regards,

Curt.


Andy Ross writes:
 Justin Palamar wrote:
   1) A design goal was to have a moving aircraft carrier within the
   simulator with the option to land on its deck

 There are actually two problems here.  The first, making the object
 move, is relatively easy.  It will require C++ code, though.  One way
 I've thought about doing it is to put the object in the property tree
 rather than the static scenery description.  Something like:

 /scenery/objects[n]/model-file=Models/carrier.ac3
 /lat-deg=nn.nn
 /lon-deg=nn.nn
 /alt-ft=nnn
 /hdg-deg=nnn
 /speed-kt=nnn

 And then the dynamic scenery code would update the lat/lon
 accordingly.  This could be extended with extra orientation and
 velocity parameters for a full 6DOF model animation, controllable via
 properties.

 But there's another problem -- the current FDMs model gear force using
 only the aircraft's velocity.  They assume the ground is fixed and
 unmoving.  This means that you could land on the carrier, but would
 then come to a stop relative to the earth, while the carrier slipped
 smoothly out from under you.

 I'm not quite sure about the right way to do this -- doing it in the
 low-level ssg hitlist collision detection is going to be rather
 complicated, and won't perform well.  Perhaps the best way to handle
 it would be to special case carrier deck objects (more generally,
 anything moving on which the gear are expected to rest), and expose
 them directly to the FDMs via a ground velocity parameter.

 Andy

 --
 Andrew J. RossNextBus Information Systems
 Senior Software Engineer  Emeryville, CA
 [EMAIL PROTECTED]  http://www.nextbus.com
 Men go crazy in conflagrations.  They only get better one by one.
   - Sting (misquoted)


 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel

--
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


_
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread VS Renganathan

Norman's intersection testing works just fine for the moving carrier as
well. In fact this was discussed on the list almost six months ago. So you
would not fly through the deck. Yes your FDM should recieve the current
scenery altitude and compute landing gear reactions accordingly.
All those issues of aircraft and carrier coordinates are easily handled as
pointed out by Jon S Berndt. In fact I have implemented all of it in
FORTRAN. I can steer on deck, launch from deck and land on deck and get
arrested all the time with the carrier moving. The only hack I use is for
the ski-jump. Although I recieve ski-jump ramp height from FlightGear
intersection calculations, I dont use that since it is too coarse to
accurately simulate ski-jump launch dynamics, so as long as the aircraft is
within the deck (on or over) I use height over deck as computed by the FDM,
until aircraft leaves the deck. This check is done using longitudinal and
lateral coordinates of the deck, i.e a/c posn in deck coords.
Regards
Ranga

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of David
Megginson
Sent: Friday, April 05, 2002 2:30 AM
To: [EMAIL PROTECTED]
Subject: re: [Flightgear-devel] Moving carrier, and Repositioning
questions


Justin Palamar writes:

  1) A design goal was to have a moving aircraft carrier within the
simulator
  with the option to land on its deck
  Right not we have only been able to insert the static model by editing
the
  appropriate .stg scenery file, including
   OBJECT_STATIC saratoga.3ds -122.353617 37.624617 -130 0
  We know this has been done before, there is code in the main.cxx file
that
  refers to a carrier, and a model was included in the 0.7.8 release.  Is
  there any way to get this working using the  higher level .xml files, and
  avoid editing the C++ source code?

You'll need the carrier to be in the main scene graph so that
collision and ground detection works -- otherwise, you'll fly right on
down through the deck.  From an SSG perspective, all you need is an
ssgTransform node between the carrier model and the rest of the scene
graph, and then to updated that node with the carrier's new position
and orientation (relative to scenery centre, which is the only tricky
part).

In fact, Curt's code in FGTileEntry::load (src/Scenery/tileentry.cxx)
already creates the ssgTransform node when it loads the OBJECT_STATIC
model.  If you save a pointer to the transform (somehow) and update it
in each frame, the carrier will move.  Note especially this code:

sgCoord obj_pos;
WorldCoordinate( obj_pos, center, lat, lon, elev, hdg );

ssgTransform *obj_trans = new ssgTransform;
obj_trans-setTransform( obj_pos );

You can use something similar in your update routine, using the
current scenery centre and supplying new lat/long/elev/hdg params.

  2) When loading our blackhawk model (again by editing/adding .xml files
  from the ./Aircraft directory our model appears about 3 meters into the
  ground.  We have attempted to reposition the model using the instructions
  from the flighgear website (rather than pointing directly to the model,
  point to a .xml wrapper file with repositioning information in it that
also
  points to the model) but we an ssgLOAD error:  Unknown file type .xml.
As
  if it is trying to see a graphic file and sees an .xml and doesn't know
  what to do with it.  I'm not sure if this is a change in the newest
  release, of if I'm missing something.

Yes, you need the latest CVS code.


All the best,


David

--
David Megginson
[EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


_
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Plotting tool

2002-04-03 Thread VS Renganathan

Regarding the thread you are referring to - The code is presently with Alex
Perry and he is in the process of integrating it into SimGear (?) and should
be available soon.
Regards
Ranga

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Quint
Mouthaan
Sent: Wednesday, April 03, 2002 6:27 PM
To: [EMAIL PROTECTED]
Subject: [Flightgear-devel] Plotting tool


Hi there,

my name is Quint Mouthaan and I'm a student at the Technical University
Delft in the Netherlands. I'm working a project in which we want to use
FlightGear. The first thing we want to do is analyze some flight data. I saw
a thread a little while ago about a tool that would be added to FlightGear
that could be used to plot some data real time. Is that tool already
available and if it is how can I obtain it?
Thanks,

Quint.


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


_
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Post 0.7.9 priorities (lights)

2002-02-01 Thread VS Renganathan

Roman,
If you know the light posns in runway (object) coords all you need to know
is the lat, lon  and alt of the centre/corner (0,0,0) of the runway.
Construct transformation matrix as is done for dynamic objects in main.cxx.
Rotate first for lat, lon and translate by Objtrans (see below).

//object gbs-posn in cartesian coords
Point3D obj_posn = Point3D( obj_lon,obj_lat,obj_alt);
Point3D obj_pos = sgGeodToCart( obj_posn );

// Translate object w.r.t tile center
Point3D Objtrans = obj_pos - tile_center;

This should work. This can be done offline and stored in a seperate file or
done on the fly.

Regards
Ranga

-Original Message-
Okey guys, I'm trying to implement runway lights but I have some
mathematical trouble:
I know  4 corners of runway in local tile coordinates O1 O2 O3 O4 {x,y,z}
And I have runway sheme of lights for example let O1 will have {100,100,100}
in FG coordinates and {0,0,0} in local lights coordinate system. All I need
to have formulas to convert this local lights coordinates to tile fg
coordinates. I know that I can construct plane by 3 points using plib sg
routine  but wthat formulas?
O2O3
y
|
0--00
||
||
||
0--00--x
O1O4
so in runway coordinate system we have 6 points
{0,0,0}{100,0,0}{200,0,0},{0,50,0},{100,50,0},{200,50,0} and have simple
routine to convert it to tile coordinate system
I try many formulas but no success :((
So if some on do it we HAVE runway lights
because you simply construct it using tileentry.cxx routines



_
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Urgent: Network and external flight model

2002-02-01 Thread VS Renganathan

Roman,
This was dicussed earlier on this list.
I found one disdavantage of using multicast. My packet size or structure
kept growing as I added more computers on the network that are **not** image
generators but pcs used as flight test engineer station or fcs monitoring
station etc. Why should image generators receive data that is not intended
for it and vice versa. So I find non-blocking udp fast enough while
maintaining packet sizes to the minmum required and I suppose bandwidth
requirements are not too high to cause perceptible delays.
Regards
Ranga


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Jonathan
Polley
Sent: Friday, February 01, 2002 7:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Urgent: Network and external flight
model


David,

At work, I run a proprietary FDM on a Sun Workstation and feed the
data to FlightGear.  I use the '--fdm=external' and '--native_fdm=...'
options (--native_fmd= uses the same parameters as --native).  I did
make some changes to Network/native_fdm.cxx to properly manage the
byte-order issues, but it works like a champ.  IMHO, --native_fdm= has a
cleaner interface than does --native=.  To see the data structure that
the FDM needs to generate, look in  Network/raw_fdm.hxx.

Jonathan Polley

p.s.  I have submitted my edits.

On Thursday, January 31, 2002, at 06:37 PM, David Findlay wrote:

 Just checking a couple of details - you can run an external flight
 model on a
 machine other than the one running FGFS right? Thanks,

 David

 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


_
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Urgent: Network and external flight model

2002-02-01 Thread VS Renganathan

Roman,

but I think that for IGs - best is multicast (no delays between channels)

Theoretically speaking, yes. But practically what delays are we talking
about even with a 10 Mbps dedicated network. We will be fast enough for
realtime. Synchronisation problems would not happen at the network level but
could happen at the tile-loading/culling/rendering stages of each IG **if**
no. of polygons/textures are different for each IG (or view).
Yes multicast can certainly be useful, like httpd, for remote IGs but not
for local IGs around a dedicated network. With it I could perhaps join your
multicast group half way round the globe and watch you fly, bandwidth
permitting.

Regards
Ranga




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Jonathan
 Polley
 Sent: Friday, February 01, 2002 7:16 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] Urgent: Network and external flight
 model


 David,

 At work, I run a proprietary FDM on a Sun Workstation and feed the
 data to FlightGear.  I use the '--fdm=external' and '--native_fdm=...'
 options (--native_fmd= uses the same parameters as --native).  I did
 make some changes to Network/native_fdm.cxx to properly manage the
 byte-order issues, but it works like a champ.  IMHO, --native_fdm= has a
 cleaner interface than does --native=.  To see the data structure that
 the FDM needs to generate, look in  Network/raw_fdm.hxx.

 Jonathan Polley

 p.s.  I have submitted my edits.

 On Thursday, January 31, 2002, at 06:37 PM, David Findlay wrote:

  Just checking a couple of details - you can run an external flight
  model on a
  machine other than the one running FGFS right? Thanks,
 
  David
 
  ___
  Flightgear-devel mailing list
  [EMAIL PROTECTED]
  http://mail.flightgear.org/mailman/listinfo/flightgear-devel


 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel


 _
 Do You Yahoo!?
 Get your free @yahoo.com address at http://mail.yahoo.com


 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


_
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Urgent: Network and external flight model

2002-02-01 Thread VS Renganathan

Erik,
Yes I mean multicast and not broadcast. The destination address is the group
still, unless I have different multicast groups - one for IG, one for the
engineer etc. That would be a waste.
Regards
Ranga


-Original Message-
Are you shure you don't mean broadcast here?
For what i know, multicast has the destination ip-addresses inside the
packages, so only intended computers should receive the data.

Erik





___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


_
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Objects

2001-12-14 Thread VS Renganathan

David,

-Original Message-
 What's FG_EXPERIMENTAL_LIGHTING? And is it used by default?

It is code to enable lighting on the aircraft carrier incuding an Optical
Landing aid (fixed at 3.75 deg). It is not enabled by default unless you add
that define. As far as I know only I am using it.

If you haven't already written code for billboarding trees there is
fgbillboard() function (unused so far) in tileentry.cxx. You may use it. It
works fine and I used it earlier for polygon based runway lights. You may
need to change the arguments depending on your implementation.

Regards
Ranga


_
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread VS Renganathan

Hi everyone,

I have been following this thread.

 Pretty sure Objects/Geometry/saratoga.obj is a carrier
 Yes, this would be cool.Definitely.
 Jon

Jon, as pointed out by John, we already have an aircraft carrier. It is one
with a ski-jump and 3 arrestor  wires. We use it in our design work.

Andy,

You can see the carrier in FlightGear by giving the lat,lon,alt in
~scenery.objects.txt.
Or use the 3dexplorer (windows only) shareware viewer. If you are interested
I could send you the wavefront .obj file format specs. The carrier model is
a simple low polygon one which I edit manually!!. It uses object coordinates
with its (0,0,0) at waterline (or metacenter, there is no hull below
waterline in this model).

You can use 3dexplorer to convert it some format that PPE supports and then
use PPE to edit. But I havent tried that.

I'll be glad to help anyone who is interested in using it.

Regards
Ranga

I've never touched the geometry side of fgfs, so any pointers would be
appreciated.  What can I use to look at this thing?  I don't recognize
wavefront .obj format (although it's ASCII at least -- big plus).  I'm
not a big modelling guy, so be gentle.  I just need to figure out the
coordinate system and where the deck plane and arrestor wires are.

If plib supports it, then is Pretty Poly the best editor to use?  Does
ssg support API-side inspection of the geometry once it's loaded?
(dumb question, I could just look it up...)


_
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel