Re: [Flightgear-devel] AI for Ground Units

2005-06-17 Thread Drew
Found it.  In modelmgr.hxx:

  /**
   * A dynamically-placed model using properties.
   *
   * The model manager uses the property nodes to update the model's
   * position and orientation; any of the property node pointers may
   * be set to zero to avoid update.  Normally, a caller should
   * load the model by instantiating SGModelPlacement with the path
   * to the model or its XML wrapper, then assign any relevant
   * property node pointers.
   *
   * @see SGModelPlacement
   * @see FGModelMgr#add_instance
   */


On 6/17/05, Erik Hofman <[EMAIL PROTECTED]> wrote:
> Drew wrote:
> > Is there an existing interface to allow non-ownship objects to be
> > positioned using the propery system?  If there's an easy way to
> > specify lat, long, alt, roll, pitch, and heading, that would be really
> > helpful.
> >
> > I just read the documentation on AI models, and it doesn't seem like
> > any of the AI types tie models to properties.
> 
> I suppose you mean "properties to control the craft"?
> No, that's not what the AIModel code was designed for, it supplies some
> properties themselves, mostly for debugging and n=animation but also for
> updating RADAR info.
> 
> Erik
> 
> ___
> Flightgear-devel mailing list
> Flightgear-devel@flightgear.org
> http://mail.flightgear.org/mailman/listinfo/flightgear-devel
> 2f585eeea02e2c79d7b1d8c4963bae2d
>

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] AI for Ground Units

2005-06-17 Thread Drew
Right, that's exactly what I mean.  I actually want to control certain
ground items via a network interface.  Dave suggested looking at the
multiplayer model, which I'm about to do.

Drew

On 6/17/05, Erik Hofman <[EMAIL PROTECTED]> wrote:
> Drew wrote:
> > Is there an existing interface to allow non-ownship objects to be
> > positioned using the propery system?  If there's an easy way to
> > specify lat, long, alt, roll, pitch, and heading, that would be really
> > helpful.
> >
> > I just read the documentation on AI models, and it doesn't seem like
> > any of the AI types tie models to properties.
> 
> I suppose you mean "properties to control the craft"?
> No, that's not what the AIModel code was designed for, it supplies some
> properties themselves, mostly for debugging and n=animation but also for
> updating RADAR info.
> 
> Erik
> 
> ___
> Flightgear-devel mailing list
> Flightgear-devel@flightgear.org
> http://mail.flightgear.org/mailman/listinfo/flightgear-devel
> 2f585eeea02e2c79d7b1d8c4963bae2d
>

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] AI for Ground Units

2005-06-17 Thread Erik Hofman

Drew wrote:

Is there an existing interface to allow non-ownship objects to be
positioned using the propery system?  If there's an easy way to
specify lat, long, alt, roll, pitch, and heading, that would be really
helpful.

I just read the documentation on AI models, and it doesn't seem like
any of the AI types tie models to properties.


I suppose you mean "properties to control the craft"?
No, that's not what the AIModel code was designed for, it supplies some 
properties themselves, mostly for debugging and n=animation but also for 
updating RADAR info.


Erik

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] AI for Ground Units

2005-06-16 Thread Dave Culp
On Thursday 16 June 2005 06:52 pm, Drew wrote:
> Is there an existing interface to allow non-ownship objects to be
> positioned using the propery system?  If there's an easy way to
> specify lat, long, alt, roll, pitch, and heading, that would be really
> helpful.

I'm sending you a file off-list.  It's an AI acenario file for my OV-10 
simulator that puts about 45 AI objects around the Ramstein area.  Some of 
the AI objects are static, four tanks and about 12 city signs.  You'll need 
the CVS version of FlightGear to invoke these static objects, or you can make 
static objects out of "ships" if you have an earlier version.


> I just read the documentation on AI models, and it doesn't seem like
> any of the AI types tie models to properties.

I'm not sure what your question is.


Dave

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] AI for Ground Units

2005-06-16 Thread Drew
Is there an existing interface to allow non-ownship objects to be
positioned using the propery system?  If there's an easy way to
specify lat, long, alt, roll, pitch, and heading, that would be really
helpful.

I just read the documentation on AI models, and it doesn't seem like
any of the AI types tie models to properties.

Thanks,
Drew

On 5/13/05, Dave Culp <[EMAIL PROTECTED]> wrote:
> > I noticed in flightgear there are classes for AI aircraft and ships.  Has
> > anyone tried to add a car or truck to flightgear yet?  Is there any
> > documentation on this?
> 
> The problem with moving ground vehicles is that they have to know where the
> ground is at all times, which is not an easy thing in FlightGear.  The
> calculations are CPU-intensive.  These calculations are already in David
> Luff's AI Traffic code, and it was partially adapted to the AIAircraft code
> by Durk Talsma.
> 
> Static ground vehicles, or ground vehicles that only move on level surfaces,
> are a different story.  They can be easily modeled using the existing code.
> 
> Dave
> 
> ___
> Flightgear-devel mailing list
> Flightgear-devel@flightgear.org
> http://mail.flightgear.org/mailman/listinfo/flightgear-devel
> 2f585eeea02e2c79d7b1d8c4963bae2d
>

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] AI for Ground Units

2005-05-13 Thread Dave Culp
> I noticed in flightgear there are classes for AI aircraft and ships.  Has
> anyone tried to add a car or truck to flightgear yet?  Is there any
> documentation on this?

The problem with moving ground vehicles is that they have to know where the 
ground is at all times, which is not an easy thing in FlightGear.  The 
calculations are CPU-intensive.  These calculations are already in David 
Luff's AI Traffic code, and it was partially adapted to the AIAircraft code 
by Durk Talsma.

Static ground vehicles, or ground vehicles that only move on level surfaces, 
are a different story.  They can be easily modeled using the existing code.

Dave

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] AI for Ground Units

2005-05-13 Thread Ben Morrison








I noticed in flightgear there are classes for AI aircraft
and ships.  Has anyone tried to add a car or truck to flightgear
yet?  Is there any documentation on this?  






___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d