RE: [Flightgear-devel] ARGGHHH !

2002-03-18 Thread Norman Vine
David Megginson writes: Norman Vine writes: IMHO the biggest obstacle to reading and developing FGFS code is the formatting We really need a mechanical formating means that is acceptable to every one as the CVS standard even if it is not perfect or even close to what one would

Re: [Flightgear-devel] ARGGHHH !

2002-03-18 Thread Christian Mayer
Norman Vine wrote: David Megginson writes: Norman Vine writes: IMHO the biggest obstacle to reading and developing FGFS code is the formatting We really need a mechanical formating means that is acceptable to every one as the CVS standard even if it is not perfect or even

Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread David Megginson
Alex Perry writes: Fair enough. I certainly overengineered props.[ch]xx, in anticipation of all kinds of sophisticated stuff that people never bothered doing. I've been learning, slowly, from the XP people to build only for today (all my training previously was to anticipate future

Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Curtis L. Olson
David Megginson writes: One thing that has impressed me about Andy Ross's code over most of the rest of FlightGear (including any of my own contributions that I haven't looked at for a few months) is that I was able to understand most of his code immediately. Part of that is because he uses

RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Norman Vine
David Megginson writes: For the record, I don't agree with the XP people on team programming Hopefully you will eventually come to embrace that concept too. :-) Cheers Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread David Megginson
Curtis L. Olson writes: I know you are making a point by using extereme wording, but if you are running through the woods, it doesn't hurt to look up once in a while. I preached full interface design in advance through much of the 1990s -- it seemed like a good idea. I now freely

RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Jon Berndt
This is where we disagree -- keeping it in makes the code much harder for new (and existing) contributors to read and understand, gives false hits when searching for variables and method calls, etc. etc. With CVS, it's trivially easy to look at or restore old code later if we need to; I'm

RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread David Megginson
Jon Berndt writes: Elimination of dead code (as we all know, CVS is really good for tracking past changes) and better documentation would be really helpful. We'd like to be better in JSBSim too - we all face this. Absolutely. While I don't tend to keep #ifdef's around, some of my code is

Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Alex Perry
If the page being shown does not show the #ifdef, it can be really confusing. I can't recall any specific examples of this in the code, but I remember being bitten by this kind of thing a couple of times when perusing some of the base FlightGear code. Some of it is simply people being

RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Curtis L. Olson
Norman Vine writes: IMHO the biggest obstacle to reading and developing FGFS code is the formatting We really need a mechanical formating means that is acceptable to every one as the CVS standard even if it is not perfect or even close to what one would personally use. When I've looked,

RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Curtis L. Olson
David Megginson writes: I disagree that this is the biggest obstacle (or even one of the top 10), but then, I use an editor (XEmacs) with syntax highlighting, brace matching, language-based navigation (jump forward one function), etc., so those features might be hiding the problem from me.

Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: If something doesn't make sense, or seems out of place, there's no harm in asking ... perhaps the author will look at the 'cruft' and say oh yea, nothing valuable there, we can axe it. But perhaps the code is there is for valid reasons and it's worth

RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Norman Vine
Curtis L. Olson writes: I'd be happy if somewone could find a decent code [re]formatter that gave us enough flexibility to make our own style choices and didn't have glaring ommission or do really stupid things. astyle is the only 'free' beautifier I know of that does a reasonable job on c++

RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Jim Wilson
Norman Vine [EMAIL PROTECTED] said: I realize that this is a 'religous' issue and a 'tough' problem but IMHO it is a major obstacle to FGFS code evolution It is a tough problem to solve, but I haven't found it to be much of a problem reading fgfs code (have seen much worse). Maybe I'm not

Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Curtis L. Olson
Jim Wilson writes: From where I sit, I'd have to agree more with David. There should be no cruft left in the code that gets committed. This doesn't mean individual developers can't keep it around on there local drive, but once something is good enough to commit it should contain working

RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Curtis L. Olson
Norman Vine writes: Curtis L. Olson writes: I'd be happy if somewone could find a decent code [re]formatter that gave us enough flexibility to make our own style choices and didn't have glaring ommission or do really stupid things. astyle is the only 'free' beautifier I know of that does

Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread David Megginson
Jim Wilson writes: From where I sit, I'd have to agree more with David. There should be no cruft left in the code that gets committed. This doesn't mean individual developers can't keep it around on there local drive, but once something is good enough to commit it should contain

Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Curtis L. Olson
David Megginson writes: Perhaps we should stick three files in every code directory: a README file, explaining what the code in the directory does, a PLANS file, where we can put ideas for future interfaces, and an ATTIC file, where we can paste old code we might need again some day. When

Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread David Megginson
Curtis L. Olson writes: If you are willing to setup these files and keep them from getting too far out of date, then this sounds like a reasonable proposal to me. I don't mind setting up the READMEs. The others will be set up as needed. All the best, David -- David Megginson [EMAIL

Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Arnt Karlsen
On Sun, 17 Mar 2002 07:27:07 -0500, David Megginson [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: Alex Perry writes: Fair enough. I certainly overengineered props.[ch]xx, in anticipation of all kinds of sophisticated stuff that people never bothered doing. I've been

Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Derrell . Lipman
Jon Berndt [EMAIL PROTECTED] writes: I ran into this problem when looking through FlightGear code in the past. It's hard to keep track of things like: #ifdef xxx 200 lines of code #else 100 lines of code #endif If you happen to be using Emacs (available on Windows, the various

Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Arnt Karlsen
On Sun, 17 Mar 2002 14:03:31 -0500, Norman Vine [EMAIL PROTECTED] wrote in message 001801c1cde6$6f3e2380$a300a8c0@nhv: hence my suggestion to find a set of settings for one of the 'beautifiers' that the code is run through, this way everyone can work on the code formatted in their prefered

Re: [Flightgear-devel] ARGGHHH !

2002-03-16 Thread David Megginson
C. Hotchkiss writes: Should we add good exception handling in the future, then throwing and catching exceptions would make for a more robust way of dealing with a lot of problems. And, it would probably be more informative. We have exception support and we use it, but there's a gotcha:

Re: [Flightgear-devel] ARGGHHH !

2002-03-16 Thread Andy Ross
C. Hotchkiss wrote: The fact that the program exits gracefully as opposed to crashing with a null de-reference helps considerably. The former says something unacceptable or unhandled occurred. In this case, if we could turn on a parser log it could do a lot in pinpointing XML problems.

Re: [Flightgear-devel] ARGGHHH !

2002-03-16 Thread Alex Perry
And you really don't get much for your effort. The data that you get with the exception is only what the thrower thought to include. And the (IMHO) most important part, the stack trace, isn't available at all! This is why I prefer the crashing idiom -- a crash gives you a stack trace. :)

Re: [Flightgear-devel] ARGGHHH !

2002-03-16 Thread Alex Perry
And to pick on a silly point: it would never be called YAexit. I thought it was quite appropriate ... Yet Another Exit Function YAexit(). 8-) ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] ARGGHHH !

2002-03-16 Thread David Megginson
Andy Ross writes: I really don't subscribe to the indirection above all school of software engineering, where the slightest hint that change might be coming is enough to justify all sorts of contortions in the code. Sometimes, simple things really should be left simple. Fair enough. I

RE: [Flightgear-devel] ARGGHHH !

2002-03-16 Thread Norman Vine
David Megginson writes: Also, if we add the ability to get surface attributes, it will be obvious when one wheel slips off the side of the runway onto the grass or gravel. FWIW the Hitlist code has had the capability to return the ssgState assosciated with the triangle 'hit' intersected

re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Norman Vine writes: Note for the FDM writers This means that queries for multiple 3 or 4 gear locations should be quicker then just the single query was before That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 09:44:07 -0500 1) CHANGE THIS ASAP to at least print an error message or 2) defend this hack publicly Where is the code located? = There is some good news however After discovering that the above was responsible for unexplained crashing at startup with

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 10:00:28 -0500 David Megginson [EMAIL PROTECTED] wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points aren't as serious). So, when querying, would we supply the lat/lon/radius

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Erik Hofman
Norman Vine wrote: ARRRG There is some good news however After discovering that the above was responsible for unexplained crashing at startup with some configurations I can announce that I have a new Height above Ground algorithm that is MUCH faster read order of magnitude At

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Erik Hofman
Jon S Berndt wrote: On Fri, 15 Mar 2002 09:44:07 -0500 1) CHANGE THIS ASAP to at least print an error message or 2) defend this hack publicly Where is the code located? Hehe, relax it's not JSBSim ... Erik ___ Flightgear-devel mailing

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Jon S Berndt On Fri, 15 Mar 2002 10:00:28 -0500 David Megginson [EMAIL PROTECTED] wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points aren't as serious). So, when querying, would we supply the

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Cameron Moore
* [EMAIL PROTECTED] (Jon S Berndt) [2002.03.16 09:40]: On Fri, 15 Mar 2002 09:44:07 -0500 1) CHANGE THIS ASAP to at least print an error message or 2) defend this hack publicly Where is the code located? $ find . -type f | xargs grep (int\*)0=0 ./src/FDM/YASim/FGFDM.cpp: *(int*)0=0;

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 08:47, Norman Vine wrote: Jon S Berndt On Fri, 15 Mar 2002 10:00:28 -0500 David Megginson [EMAIL PROTECTED] wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Tony Peden writes: Norman Vine wrote: Jon S Berndt David Megginson [EMAIL PROTECTED] wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points aren't as serious). So, when querying, would we

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Norman Vine wrote: ARRRG I just discovered this piece of code in the CVS } else { *(int*)0=0; // unexpected tag, boom } I will leave the name calling and expletives out but THIS IS RUDE ARROGANT AMATURISH PROGRAMMING TO THE MAX and completely UNACCEPTABLE in a

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Norman Vine wrote: Jon S Berndt wrote: David Megginson wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points aren't as serious). So, when querying, would we supply the

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Curtis L. Olson
Andy Ross writes: This is correct only so long as the gear struts are pointing straight down, with many aircraft (even at their touchdown attitude) this isn't the case. How much harder would it be to give you a gear location and an extension vector, and get the intersection of that vector

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Jon S Berndt writes: So, when querying, would we supply the lat/lon/radius of each bogey of interest, then get the height above ground? I think so. We might want to rewrite the interface so that you can supply offsets in meters, but that would require a bit of thought. All the best,

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Tony Peden writes: So then, we'd need to convert from our body coordinates to FG's global cartesian? You already have the absolute position, so you need only to add in the body coordinates rotated to the body axes, I think. All the best, David -- David Megginson [EMAIL PROTECTED]

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
I wrote: This is the YASim XML parser. You hit this line when an unrecognized tag is found in the XML file. In an attempt to keep blood pressures in a healthy range this morning, I've modified the YASim parser to print messages and exit on parse errors, rather than crash. It's still no

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 09:47, Andy Ross wrote: Norman Vine wrote: Jon S Berndt wrote: David Megginson wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points aren't as serious).

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 13:15:04 -0500 Norman Vine [EMAIL PROTECTED] wrote: Who better then the FDM to know the offsets of the points to test for contact. It certainly shouldn't be anything in the Scenery Module !! Norman Yep. I think all we (FDM) need is a function that returns the terrain

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Andy Ross writes: Norman Vine wrote: Jon S Berndt wrote: David Megginson wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points aren't as serious). So, when querying, would we

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Curtis L. Olson
Jon S Berndt writes: On Fri, 15 Mar 2002 13:15:04 -0500 Norman Vine [EMAIL PROTECTED] wrote: Who better then the FDM to know the offsets of the points to test for contact. It certainly shouldn't be anything in the Scenery Module !! Norman Yep. I think all we (FDM) need is a

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Jon S Berndt writes: . We can get complicated at some point in the future. Right now all we want is to be able to determine the elevation at a given lat/lon. Jon I URGE you and everyone else to think in terms of 'direction cosine' XYZ's instead of lat/lons and where possible to use the

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Curtis L. Olson
Jon S Berndt writes: If the aircraft is not aligned vertically (or nearly so), the wingtips (or other contact points) will scrape and gear location will be irrelevant. Indeed, at extreme angles the gear will either be inaccessible or will be treated as a hard contact point. We can get

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Norman Vine wrote: Who better then the FDM to know the offsets of the points to test for contact. It certainly shouldn't be anything in the Scenery Module !! Of course not. You would be told the points to test by the FDM. The problem is that the gear aren't simple points; they can

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Curtis L. Olson
Andy Ross writes: Of course not. You would be told the points to test by the FDM. The problem is that the gear aren't simple points; they can compress, and thus are geometrically line segments. And occasionally they are a more complex linkage and can follow funky curves (or in the case of

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: If the aircraft is not aligned vertically (or nearly so), the wingtips (or other contact points) will scrape and gear location will be irrelevant. Indeed, at extreme angles the gear will either be inaccessible or will be treated as a hard contact point. We can get

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 13:55:10 -0600 (CST) Curtis L. Olson [EMAIL PROTECTED] wrote: ... the gear extension angle and extension amount will move the lon/lat of the contact point. Perhaps the differences won't be significant enough to significantly change the resulting ground elevation?

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Curtis L. Olson writes: This is true in extreme cases, but even at angles where the gear would hit first (maybe more so for certain aircraft configurations), the gear extension angle and extension amount will move the lon/lat of the contact point. Perhaps the differences won't be significant

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Norman Vine wrote: Unless runways aren't anywhere near as flat in reality as I was trained to build them when I was in the Corp of Engineers I wouldn't expect a difference of 1-2 meters in a horizontal direction to be more then a couple of centimeters in the vertical. ie dy/dx usually

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Gene Buckle
I guess we could try to model running over 'curbs and 'potholes' ' but Would it be that difficult to do? It certainly would add some fidelity to the ground-handling. Is this the kind of thing that's required handling in the Level D sims? g. -- I'm not crazy, I'm plausibly

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Gene Buckle
* YASim can use the flat earth to compute a consistently flat runway for the gear to press against, for example. With a per-gear elevation like this, there would be no way to prevent the airplane from seeing a stair-step (really, escalator) configuration instead, which doesn't

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Cameron Moore
* [EMAIL PROTECTED] (Norman Vine) [2002.03.16 14:42]: Curtis L. Olson writes: This is true in extreme cases, but even at angles where the gear would hit first (maybe more so for certain aircraft configurations), the gear extension angle and extension amount will move the lon/lat of the

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: Andy Ross wrote: Ski jumps are an immediate counter example. Modeling ski jumps are the one example I can think of - the single special case - where this is important. [How many terrain polygons will it take to accurately model a ski jump, anyhow?] I'm not sure I

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 12:50:08 -0800 Andy Ross [EMAIL PROTECTED] wrote: And even so, it's not the *position* of the gear tip that is the problem, it is the *direction* of the compression vector. An 20 degree difference from vertical (not a terribly uncommon AoA for a jet touchdown, or bank

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 13:03, Andy Ross wrote: Jon S. Berndt wrote: Andy Ross wrote: Ski jumps are an immediate counter example. Modeling ski jumps are the one example I can think of - the single special case - where this is important. [How many terrain polygons will it take to

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Jon S Berndt writes: I wonder if modeling this as a pure aural cue would be enough? Until Linux and PLIB support force-feedback controllers, it might be. For many surfaces, though, we will want the plane to bounce around visibly. All the best, David -- David Megginson [EMAIL

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: Try using a cosine if you are talking about spring compression. An aircraft with a straight strut extending straight down from the wing, with the aircraft at twenty degrees alpha would compress the strut about 4.25 inches instead of 4 inches (when using pure Z

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote (or, strictly, didn't write): Andy Ross writes: // If the line segment intersects // the scenery more than once, !?!? /\ p1--+--+---p2 /\ /ground\ -- Andrew J. RossNextBus Information Systems Senior Software Engineer

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 13:55:49 -0800 Andy Ross [EMAIL PROTECTED] wrote: What part of assuming a flat ground is not getting across? :) I was trying to figure out where you got that 34% error from. If you are willing to assume a flat ground, then you already *have* a valid and workable model

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: Andy Ross wrote: What part of assuming a flat ground is not getting across? :) I was trying to figure out where you got that 34% error from. Sigh... grab a calculator. Type 2, then 0, then sin. :) The answer to this question: How far from the original position

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Tony Peden wrote: Andy Ross wrote: You give the scenery the position of the gear min/max comprssion points, and it tells you where the tip really is. That is, IMO, precisely the job of the gear model. Only the gear model can and should know the path that the wheel follows as it

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 14:51, Andy Ross wrote: Tony Peden wrote: Andy Ross wrote: You give the scenery the position of the gear min/max comprssion points, and it tells you where the tip really is. That is, IMO, precisely the job of the gear model. Only the gear model can and

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Tony Peden wrote: Andy Ross wrote: Tony Peden wrote: Only the gear model can and should know the path that the wheel follows as it compresses. I don't necessarily disagree, But by asking the scenery code to do the intersection for you, that's exaclty what you are doing,

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Andy Ross writes: I guess I'm just a little flummoxed at the resistance to doing things right here. I mean, it doesn't take any more CPU time; it doesn't make the FDM's job any more complicated, and it's reasonably well-supported by the scenery code as-is. All that's needed is an interface

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 14:42:27 -0800 Andy Ross [EMAIL PROTECTED] wrote: Sigh... grab a calculator. Type 2, then 0, then sin. :) The answer to this question: How far from the original position is the tip of a gear strut at 20 degrees of AoA (or bank, or whatever)? ...is 34% of its length.

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 14:51:33 -0800 Andy Ross [EMAIL PROTECTED] wrote: I'm not quite sure what you mean by the 3D model. Assuming vertical gear compression is no closer to rendered reality than what we are doing now. You'll get a tilt, but not a physically correct one. It will be better than

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 15:29:05 -0800 Andy Ross [EMAIL PROTECTED] wrote: We either have to have scenery code that understands funny gear trajectories or gear code that understands 3D collision detection. We can be fairly simple. If you want to do articulated F-18 gear, be my guest. All I want

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: Given a *NON-FLAT* polygon, how do we place the aircraft on it properly so the gear doesn't sink in on one side and sit above it on the other? The answer is that you give each gear the blasted elevation at that gear. How can I make it any plainer? Jon, I'm running

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 16:40:38 -0800 Andy Ross [EMAIL PROTECTED] wrote: Here's another ASCII diagram (please don't mock this one) to try to explain: This is actually pretty good for an ascii diagram and it shows where the misunderstanding is coming onto play. + .\ .

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 15:29, Andy Ross wrote: Tony Peden wrote: Andy Ross wrote: Tony Peden wrote: Only the gear model can and should know the path that the wheel follows as it compresses. I don't necessarily disagree, But by asking the scenery code to do the

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: We, of course, track the local frame position of the contact point of the tire. We are not measuring elevation using the CG, nor the attach point of the strut to the body. I keep repeating myself here, but when I ask for elevation, I am asking for it at the point

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon Berndt
You have a chicken-and-egg bug here: The tire contact point is *defined* as the intersection of the gear compression vector with the ground. You can't possibly ask for the elevation beneath it until you know it. Going back to the same diagram, the point of the wheel is the result of the