Re: [Flightgear-devel] Positioning data from the multiplayer server

2007-12-12 Thread frank hadder
I wrote a message to the group last week and received the reply below. I'm
not sure how to convert the multiplayer position message data from the
geodetic coordinates. Could you point me to a place in the flightgear code
or a resource on the internet that might help me do this conversion? I'm
basically trying to get the coordinates to look the same way they do in the
FDM.

Thanks,
frank

 Hi Frank.

On Monday 03 December 2007 00:01:50 frank hadder wrote:
 I'm wanting to access the multiplayer positioning data in a third party
 software. Currently, I've modified the FlightGear code to forward
position
 messages received from the multiplayer server to my external application.
 It appears I'm receiving these messages fine because I can read
information
 in the message header (like the callsign of the plane in question and the
 type of message being sent). However, when I try to read the position and
 orientation portions of the message, I can't seem to convert these
numbers
 to something accurate. I'm emulating (verbatim) the FlightGear code that
 reads these messages. I suppose my question is, is there anything special
I
 need to know about these numbers? Any special conversions I need to make
or
 code I need to look at? Any help would be appreciated.

 There are only two points to mention:
 1) The position data is XDR-encoded
 2) The position is encoded in geodetic coordinates

 So in order to interpret the data you have to decode the XDR-data and
convert
 the coordinates to your local coordinate-system.

 There is nothing special or magical involved.

 Regards,
 Oliver
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[Flightgear-devel] Positioning data from the multiplayer server

2007-12-02 Thread frank hadder
I'm wanting to access the multiplayer positioning data in a third party
software. Currently, I've modified the FlightGear code to forward position
messages received from the multiplayer server to my external application. It
appears I'm receiving these messages fine because I can read information in
the message header (like the callsign of the plane in question and the type
of message being sent). However, when I try to read the position and
orientation portions of the message, I can't seem to convert these numbers
to something accurate. I'm emulating (verbatim) the FlightGear code that
reads these messages. I suppose my question is, is there anything special I
need to know about these numbers? Any special conversions I need to make or
code I need to look at? Any help would be appreciated.
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[Flightgear-devel] Programmatically Gathering Incoming Multiplayer Data to FlightGear

2007-10-18 Thread frank hadder
I'm working on a UAV simulator using FlightGear. The goal is to make an
autonomous UAV. We have written code that receives FDM input and sends the
flight controls back to the FlightGear simulator ie. we have written a
program to fly the plane. Now we want to add the data from the Multiplayer
server to help make flight decisions (such as if we wanted an autonomous UAV
to follow another plane). To do this, we need to have access to the data
being sent from the multiplayer server to our local instance of FlightGear.

The problem, at least as I see it, is that we cannot bind a socket to the
port being used to send this information to our local FlightGear because it
is already in use (by FlightGear). I'm searching for a solution to this
problem. Listed below are possible ideas in order of preference:

1. Set some command line option in FlightGear to enable our program to have
access to the FlightGear multiplayer information (namely the position of
other aircraft). If there is such an option, I'm not aware of it.

2. Enable some kind of port forwarding. If there is a way to do it, we
could, at the OS level (linux), forward information coming in on a certain
port to both the original port and a second port that my program can bind
to. I'm not sure if this is possible. I know you can forward packets coming
in on one port to another port but I assume the original port never receives
the packet. I would need a kind of copy to be placed for access on a
second port.

3. Change the FlightGear code to not only listen to the multiplayer port but
to also forward those packets onto another port. This is perhaps the most
straightforward option but I hesitate to introduce new code into as complex
of a system as FlightGear.

So, I ask the community, which of these options (or none of the above) seems
like the easiest/possible solution? Thoughts? Are there any details I forgot
to provide that you would need to know?

Thanks,
frank
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