Re: [Flightgear-devel] aircraft modeling question

2009-04-19 Thread Mathias Fröhlich

Hi Curt,

On Thursday 16 April 2009 20:24:02 Curtis Olson wrote:
 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?
There is not 'hard' time relationship in the multiplayer protocol. This is due 
to the totally unreliable lags between the participiants. The multiuplayer 
protocol just tries its best to have something that behaves like the external 
multiplayer ...

So, for that puropse you are trying to do I believe that this loose time 
coupling of the mp protocol might introduce problems you do not want to have.
OTOH, if the mp players happen in a local network, at least my personal 
experience with the mp stuff tells me that you do not see to much of that time 
adjustments so this might work well enough.
But whatever you try to debug with that visualization, keep in mind that there 
is a loose coupling of simulations times.

 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.) :-)
As far as I remember, we do not have an absolute euler angle animation in this 
sense. But you can compute the relative orientation using the quaternion stuff 
and use the relative orientations euler angles in the animation.

Greetings

Mathias

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Re: [Flightgear-devel] aircraft modeling question

2009-04-19 Thread Vivian Meazza
Mathias Fröhlich

 
 Hi Curt,
 
 On Thursday 16 April 2009 20:24:02 Curtis Olson wrote:
  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?
 There is not 'hard' time relationship in the multiplayer protocol. This is
 due
 to the totally unreliable lags between the participiants. The multiuplayer
 protocol just tries its best to have something that behaves like the
 external
 multiplayer ...
 
 So, for that puropse you are trying to do I believe that this loose time
 coupling of the mp protocol might introduce problems you do not want to
 have.
 OTOH, if the mp players happen in a local network, at least my personal
 experience with the mp stuff tells me that you do not see to much of that
 time
 adjustments so this might work well enough.
 But whatever you try to debug with that visualization, keep in mind that
 there
 is a loose coupling of simulations times.
 
  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.) :-)
 As far as I remember, we do not have an absolute euler angle animation in
 this
 sense. But you can compute the relative orientation using the quaternion
 stuff
 and use the relative orientations euler angles in the animation.
 

You might find some of the necessary quaternion calculations in the
AIBallistic, where we slave a ballistic object to the main model at some
given offset. Warning though, because they are intended for droptanks and
the like, I didn't compute the yaw offset. Similar computations are in
AIWingman, but here deliberate errors are introduced. But I think either
might make a starting point for what is required.

Vivian  



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Re: [Flightgear-devel] aircraft modeling question

2009-04-17 Thread LeeE
On Thursday 16 April 2009, Curtis Olson wrote:
 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.

I can't recall any animation methods that are not relative to the 
orientation of the aircraft axis.

On the other hand though, things like pitch, roll, altitude, lat, 
lon etc. are absolutes and available in the property tree, so it 
should be easy enough to derive an equivalent absolute frame of 
reference.

That is, it should be easy enough to use these property tree nodes 
in your animations while they're atomic values but if it's decided 
that they should be represented by compound values, and it makes as 
much sense to use them for lat, lon  alt, or pitch, roll  yaw, as 
using them anywhere else, you'd have to write some code to parse 
them first.

LeeE

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Re: [Flightgear-devel] aircraft modeling question

2009-04-16 Thread Curtis Olson
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.
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Re: [Flightgear-devel] aircraft modeling question

2009-04-14 Thread Torsten Dreyer
 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.

Torsten

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Re: [Flightgear-devel] aircraft modeling question

2009-04-14 Thread francesco
Torsten Dreyer ha scritto:
 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.

 Torsten

   
I agree with Torsten, further it could be nice (And I think easy too,
working with the liveries png) to make a semi transparent aircraft
that could be the Real positioned aircraft or the Algorithmic
positioned one.

Using a second aircraft and faking the multi player protocol is quite
easy, how do you wish to proceed? If this algorithm will output position
and rotation values and they can be inserted in the property tree, a
program attached with the telnet port could register both the real
coordinates/orientation and the algorithmic ones regularly (i.e. every
0.1 sec) into a csv file, with the acquisition time too (Starting from 0).

Does a script like this exist yet ? if now I could provide it for you
(python, C, php or java), my tip: python
data could be pushed into a database too (i.e. mysql or postgres), and
we could generated a graph with two data for every parameter (real one
and algoritmic one).

Further I think (With a little help from a friend of mine) I could
create a 3d file (used in blender) that shows in 3d the 2 paths, just
like a 3d graph.

Cheers
Francesco



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Re: [Flightgear-devel] aircraft modeling question

2009-04-14 Thread LeeE
On Tuesday 14 April 2009, Curtis Olson wrote:
 I'm involved in a project where we are developing, refining, and
 tuning a fairly advanced algorithm that fuses inertial data (gyro
  accelerometer) with gps data to produce a pretty accurate
 attitude and location estimate. (The algorithm will be released
 as open-source.)  One difficult part of this project is that when
 we are working with real world sensor data and real world
 aircraft (or UAV's) we have no truth reference.  Our algorithm
 produces an answer, but we have no idea exactly how close we are
 to the truth because we don't have any way to record the true
 location and attitude on a real flight. (And even if we did have
 a way to record the flight parameters, we would be trying to
 match more accurate sensors, and better algorithms, but still not
 the truth.)

 FlightGear is useful for truth testing because we can fly some
 flight profile and record the sequence of all the exact locations
 and attitude angles.  We can also record all the perfect sensor
 readings and later optionally add noise and other real world
 artifacts.  This way we can create a realistic data set of sensor
 values along with the true location and attitude at every time
 step for an entire flight profile.  We can run the data through
 our algorithm and work on tuning and refining it to produce
 optimal results.

 This is all very nice, but it would be cool to use FlightGear as
 a visualization tool for the final result.  What would be really
 nice is to animate/replay the true flight of the aircraft and
 then superimpose the estimated aircraft position and orientation.
  One way to do this would be to create a version of an aircraft
 that has a second copy of itself with the ability to offset it's
 position and orientation from the true model.

 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.)

 Thanks,

 Curt.

I think that if you're trying to do it via animation you can only do 
it relative to the main aircraft position and attitude because all 
the aircraft animations are relative to its frame of reference; 
there's no absolute frame of reference where you could specify an 
absolute location or attitude.

This is the method I used for the old and now defunct SeaHawk-pair, 
as well as for high-elevation terrain markers and navigation target 
markers.

Working out the relative animations isn't too difficult though; if 
you've got an absolute lat/lon it's easy enough to find the 
relative offsets using the Nasal Geo functions.

LeeE

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Re: [Flightgear-devel] aircraft modeling question

2009-04-14 Thread jean pellotier





  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?


Hi, you can have a look in tanker.nas, where the tanker move using direcly his 
lat, lon, alt, and differents inclinaisons with no relative reference, but be 
sure to not make your model solid, or you may have a lot of crashs. 

my2 cents

jano
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Re: [Flightgear-devel] aircraft modeling question

2009-04-14 Thread Ron Jensen
On Tue, 2009-04-14 at 19:58 +0200, francesco wrote:
 Torsten Dreyer ha scritto:
  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.
 
  Torsten
 

 I agree with Torsten, further it could be nice (And I think easy too,
 working with the liveries png) to make a semi transparent aircraft
 that could be the Real positioned aircraft or the Algorithmic
 positioned one.
 
 Using a second aircraft and faking the multi player protocol is quite
 easy, how do you wish to proceed? If this algorithm will output position
 and rotation values and they can be inserted in the property tree, a
 program attached with the telnet port could register both the real
 coordinates/orientation and the algorithmic ones regularly (i.e. every
 0.1 sec) into a csv file, with the acquisition time too (Starting from 0).
 
 Does a script like this exist yet ? if now I could provide it for you
 (python, C, php or java), my tip: python
 data could be pushed into a database too (i.e. mysql or postgres), and
 we could generated a graph with two data for every parameter (real one
 and algoritmic one).
 
 Further I think (With a little help from a friend of mine) I could
 create a 3d file (used in blender) that shows in 3d the 2 paths, just
 like a 3d graph.
 
 Cheers
 Francesco
 

I like Torsten's idea, too.  I'm envisioning an app that pushes both
models down the mpmplayer udp path.  This app can keep both streams
synchronized while allowing features like pause, rewind, fast forward,
slow motion.  These are features the generic protocol lacks.

Ron



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