Re: [Flightgear-devel] XML SCripting

2004-02-14 Thread Erik Hofman
Mally wrote:
You may not be a patent lawyer, but that's a convincing sounding explanation
of
the legal position.
PS. I'm just wondering if you have any thoughts on my earlier question, i.e.
whether what's being patented has to be something non-obvious?


I didn't notice anything not obvious.
They use XML as it was meant to be IMHO, actually the fact that XML 
allows this means that is actually an invention of the one who invented 
XML itself.

Erik

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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Vivian Meazza


Lee Elliott wrote
 
 On Friday 13 February 2004 06:16, Jon Berndt wrote:
   True, but...  This is a chunk of calculations running 
 every frame.  
   In the olden days, the cost would be too high.
 
  These days, it's not even a spec on a flea on the butt of 
 an elephant 
  in terms of the overall FDM calculations - which in turn 
 are not much 
  of a spec on a flea in the overall FlightGear calculations.
 
   Our Aerodynamic modelers always seemed to know where the empty 
   weight CG was every frame without additional calculations.
 
  That's not the issue, though. We FDM guys know absolutely where 
  everything is at all times within the FDMs.
 
 Yep:)  Everything's right where we put it:)
 
 LeeE
 

I'm about halfway through generating a 3d cockpit for the Seahawk model -
are you going to move the origin of the model? I'd like a heads up, it will
probably affect how I go about the rest of the work.

Regards

Vivian



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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Lee Elliott
On Friday 13 February 2004 22:27, Jon S Berndt wrote:
 Any chance of modeling wingtip vortices (when CL is high enough above
 some threshhold) and rocket engine exhaust?

 :-)

 Jon

I've thought about trying this but I think it could only be really effective 
in level flight.  As soon as you start banking the 'end' of whatever trail 
you're simulating will rotate (echos of the VRP issues:).

For a very short trail this might not be noticable but for longer ones I think 
it's a bit of a show stopper.

It would be possible to include curved trails in the model, and the select 
anim function could be used to select the appropriate model object, but then 
you'd need a wide range of trail objects.

At first glance, this doesn't seem too bad, but then I think you'd really need 
several versions of each trail type so that you could switch between them to 
give the impression that the trail is changing throught time.

Hmm...   I don't think I've explained that bit very well...

Consider an a/c in stable level flight where votices are being generated from 
the wing-tips.  Even though the vortex trail may not change in length or 
shape, it's appreance will change from frame to frame, so you'd need to 
switch between several identically shaped and sized objects that are textured 
slightly differently to give the impression of change.

If we could actually modify the model objects themselves then we could 'bend' 
the trails, and cut down on the number needed.

But then we could also do wing flexing too.

Before anyone starts thinking seriously about this, it would be very 
non-trivial to do, at least for the wings, where some objects would need to 
be 'bent' i.e. the wings and control surfaces, whereas other objects would 
have to simply translate i.e. wing mounted engine nacelles and U/C.

For a simple object, like a vortex trail, bending might be feasible, and 
combined with scaling (which I think we already have), it might work ok.

Another possiblity would be some sort of particle object handling where 
temporary objects could be generated, left for a while and then culled.  We 
could then 'drop' a stream of these objects behind the a/c that're culled 
after a certain time.  It'd probably need a lot of objects to work though, 
and it would also push up the object count of course.

Both methods would need some carefull texturing.

LeeE


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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Lee Elliott
On Saturday 14 February 2004 13:07, Vivian Meazza wrote:
 Lee Elliott wrote

  On Friday 13 February 2004 06:16, Jon Berndt wrote:
True, but...  This is a chunk of calculations running
 
  every frame.
 
In the olden days, the cost would be too high.
  
   These days, it's not even a spec on a flea on the butt of
 
  an elephant
 
   in terms of the overall FDM calculations - which in turn
 
  are not much
 
   of a spec on a flea in the overall FlightGear calculations.
  
Our Aerodynamic modelers always seemed to know where the empty
weight CG was every frame without additional calculations.
  
   That's not the issue, though. We FDM guys know absolutely where
   everything is at all times within the FDMs.
 
  Yep:)  Everything's right where we put it:)
 
  LeeE

 I'm about halfway through generating a 3d cockpit for the Seahawk model -
 are you going to move the origin of the model? I'd like a heads up, it will
 probably affect how I go about the rest of the work.

 Regards

 Vivian

That's great news.

The only change that's likely to the Sea Hawk model will be to shift the 
origin to the nose;)

This won't actually be too much of a problem and will only require simple 
offsets to the numbers in the anim and fdm files:

Say I need to move the model 3 metres back and 0.1 metre up, then all we need 
to do is add 3 metres to all the 'x' measurements, and 0.1 to all the 'z' 
measurements in the fdm and anim files to line everything up again.

(Heh!...  or it might be _subtract_ 3 metres...  maths was never my strong 
point)

LeeE


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RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Vivian Meazza


Lee Elliott wrote

 
 
 On Friday 13 February 2004 22:27, Jon S Berndt wrote:
  Any chance of modeling wingtip vortices (when CL is high 
 enough above 
  some threshhold) and rocket engine exhaust?
 
  :-)
 
  Jon
 
 I've thought about trying this but I think it could only be 
 really effective 
 in level flight.  As soon as you start banking the 'end' of 
 whatever trail 
 you're simulating will rotate (echos of the VRP issues:).
 
 For a very short trail this might not be noticable but for 
 longer ones I think 
 it's a bit of a show stopper.
 
 It would be possible to include curved trails in the model, 
 and the select 
 anim function could be used to select the appropriate model 
 object, but then 
 you'd need a wide range of trail objects.
 
 At first glance, this doesn't seem too bad, but then I think 
 you'd really need 
 several versions of each trail type so that you could switch 
 between them to 
 give the impression that the trail is changing throught time.
 
 Hmm...   I don't think I've explained that bit very well...
 
 Consider an a/c in stable level flight where votices are 
 being generated from 
 the wing-tips.  Even though the vortex trail may not change 
 in length or 
 shape, it's appreance will change from frame to frame, so 
 you'd need to 
 switch between several identically shaped and sized objects 
 that are textured 
 slightly differently to give the impression of change.
 
 If we could actually modify the model objects themselves then 
 we could 'bend' 
 the trails, and cut down on the number needed.
 
 But then we could also do wing flexing too.
 
 Before anyone starts thinking seriously about this, it would be very 
 non-trivial to do, at least for the wings, where some objects 
 would need to 
 be 'bent' i.e. the wings and control surfaces, whereas other 
 objects would 
 have to simply translate i.e. wing mounted engine nacelles and U/C.
 
 For a simple object, like a vortex trail, bending might be 
 feasible, and 
 combined with scaling (which I think we already have), it 
 might work ok.
 
 Another possiblity would be some sort of particle object 
 handling where 
 temporary objects could be generated, left for a while and 
 then culled.  We 
 could then 'drop' a stream of these objects behind the a/c 
 that're culled 
 after a certain time.  It'd probably need a lot of objects to 
 work though, 
 and it would also push up the object count of course.
 
 Both methods would need some carefull texturing.
 

The second method could be very useful - drop tanks, ordinance, cockpit
canopies, ejector seats, tyre smoke on landing. Not a high priority, I feel,
but a nice to have. I want to do drop tanks on the hunter some time soon,
but I can probably handle them well enough with the existing animations



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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Vivian Meazza


Lee Elliott
 Sent: 14 February 2004 13:35
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Aerodynamic centre and 3D models
 
 
 On Saturday 14 February 2004 13:07, Vivian Meazza wrote:
  Lee Elliott wrote
 
   On Friday 13 February 2004 06:16, Jon Berndt wrote:
 True, but...  This is a chunk of calculations running
  
   every frame.
  
 In the olden days, the cost would be too high.
   
These days, it's not even a spec on a flea on the butt of
  
   an elephant
  
in terms of the overall FDM calculations - which in turn
  
   are not much
  
of a spec on a flea in the overall FlightGear calculations.
   
 Our Aerodynamic modelers always seemed to know where 
 the empty 
 weight CG was every frame without additional calculations.
   
That's not the issue, though. We FDM guys know absolutely where 
everything is at all times within the FDMs.
  
   Yep:)  Everything's right where we put it:)
  
   LeeE
 
  I'm about halfway through generating a 3d cockpit for the Seahawk 
  model - are you going to move the origin of the model? I'd like a 
  heads up, it will probably affect how I go about the rest 
 of the work.
 
  Regards
 
  Vivian
 
 That's great news.
 
 The only change that's likely to the Sea Hawk model will be 
 to shift the 
 origin to the nose;)
 
 This won't actually be too much of a problem and will only 
 require simple 
 offsets to the numbers in the anim and fdm files:
 
 Say I need to move the model 3 metres back and 0.1 metre up, 
 then all we need 
 to do is add 3 metres to all the 'x' measurements, and 0.1 to 
 all the 'z' 
 measurements in the fdm and anim files to line everything up again.
 
 (Heh!...  or it might be _subtract_ 3 metres...  maths was 
 never my strong 
 point)
 

Then readjust all the animations to make them work correctly - fun eh? 

I'll try to make the cockpit reasonably independent of the origin - I've
done it for instruments and I'll try and extend it to other stuff.

Vivian



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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Lee Elliott
On Saturday 14 February 2004 13:43, Vivian Meazza wrote:
 Lee Elliott wrote

  On Friday 13 February 2004 22:27, Jon S Berndt wrote:
   Any chance of modeling wingtip vortices (when CL is high
 
  enough above
 
   some threshhold) and rocket engine exhaust?
  
   :-)
  
   Jon
 
  I've thought about trying this but I think it could only be
  really effective
  in level flight.  As soon as you start banking the 'end' of
  whatever trail
  you're simulating will rotate (echos of the VRP issues:).
 
  For a very short trail this might not be noticable but for
  longer ones I think
  it's a bit of a show stopper.
 
  It would be possible to include curved trails in the model,
  and the select
  anim function could be used to select the appropriate model
  object, but then
  you'd need a wide range of trail objects.
 
  At first glance, this doesn't seem too bad, but then I think
  you'd really need
  several versions of each trail type so that you could switch
  between them to
  give the impression that the trail is changing throught time.
 
  Hmm...   I don't think I've explained that bit very well...
 
  Consider an a/c in stable level flight where votices are
  being generated from
  the wing-tips.  Even though the vortex trail may not change
  in length or
  shape, it's appreance will change from frame to frame, so
  you'd need to
  switch between several identically shaped and sized objects
  that are textured
  slightly differently to give the impression of change.
 
  If we could actually modify the model objects themselves then
  we could 'bend'
  the trails, and cut down on the number needed.
 
  But then we could also do wing flexing too.
 
  Before anyone starts thinking seriously about this, it would be very
  non-trivial to do, at least for the wings, where some objects
  would need to
  be 'bent' i.e. the wings and control surfaces, whereas other
  objects would
  have to simply translate i.e. wing mounted engine nacelles and U/C.
 
  For a simple object, like a vortex trail, bending might be
  feasible, and
  combined with scaling (which I think we already have), it
  might work ok.
 
  Another possiblity would be some sort of particle object
  handling where
  temporary objects could be generated, left for a while and
  then culled.  We
  could then 'drop' a stream of these objects behind the a/c
  that're culled
  after a certain time.  It'd probably need a lot of objects to
  work though,
  and it would also push up the object count of course.
 
  Both methods would need some carefull texturing.

 The second method could be very useful - drop tanks, ordinance, cockpit
 canopies, ejector seats, tyre smoke on landing. Not a high priority, I
 feel, but a nice to have. I want to do drop tanks on the hunter some time
 soon, but I can probably handle them well enough with the existing
 animations

I think drop tanks would be feasible but it would need some thinking about:)

The fun bit will be counteracting the a/c manuevours after the tank has 
dropped so it falls straight even though the a/c may be climbing and banking.

LeeE


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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Lee Elliott
On Saturday 14 February 2004 13:52, Vivian Meazza wrote:
 Lee Elliott

  Sent: 14 February 2004 13:35
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Aerodynamic centre and 3D models
 
  On Saturday 14 February 2004 13:07, Vivian Meazza wrote:
   Lee Elliott wrote
  
On Friday 13 February 2004 06:16, Jon Berndt wrote:
  True, but...  This is a chunk of calculations running
   
every frame.
   
  In the olden days, the cost would be too high.

 These days, it's not even a spec on a flea on the butt of
   
an elephant
   
 in terms of the overall FDM calculations - which in turn
   
are not much
   
 of a spec on a flea in the overall FlightGear calculations.

  Our Aerodynamic modelers always seemed to know where
 
  the empty
 
  weight CG was every frame without additional calculations.

 That's not the issue, though. We FDM guys know absolutely where
 everything is at all times within the FDMs.
   
Yep:)  Everything's right where we put it:)
   
LeeE
  
   I'm about halfway through generating a 3d cockpit for the Seahawk
   model - are you going to move the origin of the model? I'd like a
   heads up, it will probably affect how I go about the rest
 
  of the work.
 
   Regards
  
   Vivian
 
  That's great news.
 
  The only change that's likely to the Sea Hawk model will be
  to shift the
  origin to the nose;)
 
  This won't actually be too much of a problem and will only
  require simple
  offsets to the numbers in the anim and fdm files:
 
  Say I need to move the model 3 metres back and 0.1 metre up,
  then all we need
  to do is add 3 metres to all the 'x' measurements, and 0.1 to
  all the 'z'
  measurements in the fdm and anim files to line everything up again.
 
  (Heh!...  or it might be _subtract_ 3 metres...  maths was
  never my strong
  point)

 Then readjust all the animations to make them work correctly - fun eh?

 I'll try to make the cockpit reasonably independent of the origin - I've
 done it for instruments and I'll try and extend it to other stuff.

 Vivian

The only readjustments that would be needed are the simple x  z offsets - all 
the axis would remain unchanged so, for example, the aileron axis numbers 
wouldn't need to be changed, just their location, in line with the simple x/z 
offsets.

LeeE


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RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Norman Vine
Lee Elliott writes:
 
 On Friday 13 February 2004 22:27, Jon S Berndt wrote:
  Any chance of modeling wingtip vortices (when CL is high enough above
  some threshhold) and rocket engine exhaust?
 
 
 Another possiblity would be some sort of particle object handling where 
 temporary objects could be generated, left for a while and then culled.  We 
 could then 'drop' a stream of these objects behind the a/c that're culled 
 after a certain time.  It'd probably need a lot of objects to work though, 
 and it would also push up the object count of course.

SSG supports 'particle systems' via the sgParticle class
see PLIB / examples / src / ssg / dynamics / 

The easiest thing would probably be to write up a high level interface
to a new ParticleStream class  a time dependent collection of sgParticles  
and then insert these into the scenegraph with a scriptable binding 

Cheers

Norman

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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Lee Elliott
On Saturday 14 February 2004 14:08, Norman Vine wrote:
 Lee Elliott writes:
  On Friday 13 February 2004 22:27, Jon S Berndt wrote:
   Any chance of modeling wingtip vortices (when CL is high enough above
   some threshhold) and rocket engine exhaust?
 
  Another possiblity would be some sort of particle object handling where
  temporary objects could be generated, left for a while and then culled. 
  We could then 'drop' a stream of these objects behind the a/c that're
  culled after a certain time.  It'd probably need a lot of objects to work
  though, and it would also push up the object count of course.

 SSG supports 'particle systems' via the sgParticle class
 see PLIB / examples / src / ssg / dynamics /

 The easiest thing would probably be to write up a high level interface
 to a new ParticleStream class  a time dependent collection of sgParticles
  and then insert these into the scenegraph with a scriptable binding

 Cheers

 Norman

A proper particle system would be a much better idea than trying to fake it 
with objects.

Something for the future perhaps.

LeeE


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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Jim Wilson
Norman Vine [EMAIL PROTECTED] said:

 Russell Suter writes:
  
  Jon S Berndt wrote:
  
   I don't see any advantage to your approach. 
  
  By your responses, you give me no indication that you even understand
  what I'm saying.
  
  I seem to be alone in my dissent anyway...  What you are planning will
  work just fine.

snip 

 Curiously looking forward to the kludges in the code
 in future code modules to adjust the radar displays
 for other aircraft locations :-)
 

Could you be more specific about the nature of the kludge required for the
radar display?  Now is the time to look at the change that Jon has made and
figure out the real ramifications rather than sitting back and doing nothing
just so you can come back a year later and say I told you so.  Dig in and
really look at the problem, please.  Believe it or not most of us do
appreciate your insight :-)

FWIW _all_ this patch does is allow the specification of a static location for
the FDM to report aircraft position at in JSBsim.  Previously it was reported
from the current center of gravity.

Best,

Jim


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Re: [Flightgear-devel] XML SCripting

2004-02-14 Thread Curtis L. Olson
Tony Peden wrote:
PS. I'm just wondering if you have any thoughts on my earlier question, i.e.
whether what's being patented has to be something non-obvious?
Amazon: One-click ordering.  

I think the answer is no.
Even if it's something that has to be non-obvious, that only means you have 
to convince the patent granter that it is non-obvious.

Curt.
--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org
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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Norman Vine
Jim Wilson writes:
 
 Norman Vine [EMAIL PROTECTED] said:

Please try to configure your mailer to not quote raw e-mail addresses in
your replies.  Let's not make the spam harvesters' life any easier...
 
  Russell Suter writes:

   By your responses, you give me no indication that you even understand
   what I'm saying.
 
 snip 
 
  Curiously looking forward to the kludges in the code
  in future code modules to adjust the radar displays
  for other aircraft locations :-)
  
 
 Could you be more specific about the nature of the kludge required for the
 radar display?  

I certainly hope you are not planning on publishing the 'position' as reported
by the FDM for things like collision detection and related instrumentation
such as a radar display with out some kind of 'adjustment'

No-digging-necessary'ly-yr's

Norman

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RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Vivian Meazza


 Norman Vine says
 
 Lee Elliott writes:
  
  On Friday 13 February 2004 22:27, Jon S Berndt wrote:
   Any chance of modeling wingtip vortices (when CL is high enough 
   above some threshhold) and rocket engine exhaust?
  
  
  Another possiblity would be some sort of particle object handling 
  where
  temporary objects could be generated, left for a while and 
 then culled.  We 
  could then 'drop' a stream of these objects behind the a/c 
 that're culled 
  after a certain time.  It'd probably need a lot of objects 
 to work though, 
  and it would also push up the object count of course.
 
 SSG supports 'particle systems' via the sgParticle class
 see PLIB / examples / src / ssg / dynamics / 
 
 The easiest thing would probably be to write up a high level 
 interface to a new ParticleStream class  a time dependent 
 collection of sgParticles  
 and then insert these into the scenegraph with a scriptable binding 
 

I think my brain hurts. But if someone gives us the tools I'll do the
modelling. After I've done the Seahawk.

Vivian



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RE: [Flightgear-devel] XML SCripting

2004-02-14 Thread Norman Vine
Curtis L. Olson writes:
 
 Tony Peden wrote:
 PS. I'm just wondering if you have any thoughts on my earlier question, i.e.
 whether what's being patented has to be something non-obvious?
  
  Amazon: One-click ordering.  
  
  I think the answer is no.
 
 Even if it's something that has to be non-obvious, that only means you have 
 to convince the patent granter that it is non-obvious.

These arguments are really only valid *before* a patent is awarded
and / or in a court case.

i.e.  
the patent has been awarded and will stand as is pending a legal challenge
sadly the time for public comment has come and gone 

Norman

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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Curtis L. Olson
Norman Vine wrote:
I certainly hope you are not planning on publishing the 'position' as reported
by the FDM for things like collision detection and related instrumentation
such as a radar display with out some kind of 'adjustment'
No-digging-necessary'ly-yr's
Collision detection could be an interesting point.  Radar seems like a 
stretch unless you are *extremely* close to the target (at which point you 
probably aren't watching your radar anyway.)  In RL you are probably going 
to get wierd results that close anyway.

Curt.
--
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Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org
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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Andy Ross
Jon S. Berndt wrote:
 IIRC, YASim provides for the origin at the nose tip too (or something
 close to that).

YASim doesn't care, actually.  It reports the output lat/lon/alt value
as the location of the coordinate origin of the airframe (that is, the
0,0,0 referenced by all the coordinates it finds in the aircraft
definition file).

I've always suggested the nose as an obvious and hard-to-mistake
location, but there's nothing in code to enforce that.  If the
aircraft lacks a well-defined nose, then we can pick something else;
the only requirement is that all the FDM configurations and 3D models
for a single aircraft agree. There's not need to unify conventions for
across all possible aircraft.

Andy

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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Norman Vine
Curtis L. Olson writes:
 
 Norman Vine wrote:
  I certainly hope you are not planning on publishing the 'position' as reported
  by the FDM for things like collision detection and related instrumentation
  such as a radar display with out some kind of 'adjustment'
  
  No-digging-necessary'ly-yr's
 
 Collision detection could be an interesting point.  Radar seems like a 
 stretch unless you are *extremely* close to the target (at which point you 
 probably aren't watching your radar anyway.)  In RL you are probably going 
 to get wierd results that close anyway.

Hmm..  conventional radar usage is perhaps a bit of a stretch but things such 
as automated landings use radar verification where being off by half the length 
of a 747 could lead to 'interesting' things ..  there are other interesting uses for
radar like things too that are most useful when you aren't necessarily watching
the 'screen'   

* ALARM * ALARM * ALARM *

Norman

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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Jim Wilson
Norman Vine said:

 Jim Wilson writes:
 
 I certainly hope you are not planning on publishing the 'position' as reported
 by the FDM for things like collision detection and related instrumentation
 such as a radar display with out some kind of 'adjustment'
 

The _only_ difference between now and what we had before is now the position
may be reported at a fixed location on the aircraft by JSBsim.  Before it was
reported at the _current_ center of gravity which varies according to load,
fuel consumption, etc.  I'm sorry to be so dense, but could some explain what
this is going to mess up?

Best,

Jim


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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Andy Ross
Lee Elliott wrote:
 I think drop tanks would be feasible but it would need some thinking
 about:)

 The fun bit will be counteracting the a/c manuevours after the tank
 has dropped so it falls straight even though the a/c may be climbing
 and banking.

This is more of a code architecture issue.  Once something has left
the aircraft, it ought be be handed to a simple ballistics FDM or
somesuch.  Making it disappear from the aircraft model is as simple
as adding a select animation and can be done right now.  And you can
set the weight tag to zero to get the FDM behavior correct.

Running it under a separate FDM handler is something that the C++
code just doesn't support yet, though.  It's probably not hugely
difficult to make work, though.

Andy

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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Norman Vine
Jim Wilson writes:
 
 Norman Vine said:

Thanks for making the mailer fix :-)
  
  I certainly hope you are not planning on publishing the 'position' as reported
  by the FDM for things like collision detection and related instrumentation
  such as a radar display with out some kind of 'adjustment'
  
 
 The _only_ difference between now and what we had before is now the position
 may be reported at a fixed location on the aircraft by JSBsim.  Before it was
 reported at the _current_ center of gravity which varies according to load,
 fuel consumption, etc.

AFAIK 
In most systems if an object is represented by a point location it is expected
that said location will be 'near' the center of the object in question.

In the case of radar the center point of the 'target's on-screen echo' when 
extrapolated to account for the 'display properties' is most often close to 
the center point of the object 'sensed'. 
 I know it is really much more complicated then this but ... it is certainly
   closer to the center point then one of the extremities unless that extremity
   and the center point line up on a vector emanating from the radar 

Note this has nothing to do with how FGFS has or will do things but reflects
common practice and deviation from this will 'often' have to be accounted for.

hence my original 'kludge' comment

Cheers

Norman

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RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Vivian Meazza


 Andy Ross
 
 Lee Elliott wrote:
  I think drop tanks would be feasible but it would need some thinking
  about:)
 
  The fun bit will be counteracting the a/c manuevours after the tank 
  has dropped so it falls straight even though the a/c may be 
 climbing 
  and banking.
 
 This is more of a code architecture issue.  Once something 
 has left the aircraft, it ought be be handed to a simple 
 ballistics FDM or somesuch.  Making it disappear from the 
 aircraft model is as simple as adding a select animation and 
 can be done right now.  And you can set the weight tag to 
 zero to get the FDM behavior correct.
 
 Running it under a separate FDM handler is something that 
 the C++ code just doesn't support yet, though.  It's probably 
 not hugely difficult to make work, though.
 
 Andy
 

I was thinking in the short term to move the tank away from the aircraft in
an arc, then select it, and set the fuel to zero, and the empty weight to
zero. Be nice to hand off to a separate FDM though.

Vivian



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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Russell Suter


Jim Wilson wrote:

Vivian Meazza snip said:

 

I'm about halfway through generating a 3d cockpit for the Seahawk model -
are you going to move the origin of the model? I'd like a heads up, it will
probably affect how I go about the rest of the work.
   

If the model is already animated (and/or cockipit models positioned) I would
recommend using this to reposition the model:
http://www.flightgear.org/Docs/fgfs-model-howto.html#repositioning
 

I should have known.  It's already there!  This is exactly the meta data I
was talking about!  With this, you can pick ***ANY*** static point in the
model.  A few seconds with a calculator and done!  Since you can pick any
static point, there is no need to calculate a new one.  It's like paying
double to use the toll road.
I suspect these properties are applied anyway -- even if they are zero.  I
don't know if these are applied per frame or if they are applied once to
the model.  In the latter case, you can ride the toll road all day and only
have to pay the toll once!
--
Russ
Conway's Law: The structure of a system tends to mirror the
structure of the group producing it.
 -- Mel Conway Datamation (1968)


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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Tony Peden
On Fri, 2004-02-13 at 10:23, Russell Suter wrote:
 Jon Berndt wrote:
 
 So,
 instead of defining some arbitrary frame, _we_use_an_industry_standard_,
 which is the structural frame that the manufacturer defines, when available.
 It is always (in my experience) X positive aft, Y positive right, with the
 origin being seemingly  arbitrary. 
 
 I wouldn't go so far as to say this is an industry standard.  FG is the 
 first sim I've
 seen that uses this coordinate system.  The one I've seen the most is X 
 positive forward,
 Y positive right and Z positive down.  Someone once told me this was 
 named the
 Boeing system.  On the sim I'm working on now, it's positive Y forward, 
 positive X
 to the right and positive Z up.  I'll admit that most of the sims I've 
 worked on are
 relatively old in FORTRAN and C.
 

There really are no industry standards here.  Body axis, earth local,
and earth fixed are commonly used in simulation.  A system like our
structural system is commonly used by manufacturing, ground ops, and
flight ops folks.  But even then, the origins vary from airplane to
airplane.


 Don't get me wrong, I'm not saying this is a bad system, I'm just not 
 sure I agree it
 is an industry standard...


-- 
Tony Peden [EMAIL PROTECTED]


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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Jon Berndt
 FWIW _all_ this patch does is allow the specification of a static
 location for
 the FDM to report aircraft position at in JSBsim.  Previously it
 was reported
 from the current center of gravity.

That's exactly right. Furthermore, if the VRP is set to the empty weight CG
for an aircraft flight model, and the 3D modeler talks with the flight
modeler to communicate where exactly the empty weight CG is (since it is the
flight modeler that will be setting this location based on physical
parameters), then everyone is happy, as well. The VRP code now in JSBSim
simply allows an agreed upon point to be reported to FlightGear - whether
it's the empty weight CG, or the nose tip, or the left wingtip, as long as
it is agreed upon between the 3D modeler and the flight modeler, the
rendition will come out looking right.

There's nothing nefarious about the new code in JSBSim. Nothing that leads
to a dead end.

The big question seems to be about where the common reference point should
be. Think about that one. Think about what each modeler will know. Think
about what both will know. Think about whether the common visual reference
should be the same (a convention) across all models so it doesn't lead to
confusion.

Jon


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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Jon Berndt
 There really are no industry standards here.  Body axis, earth local,
 and earth fixed are commonly used in simulation.  A system like our
 structural system is commonly used by manufacturing, ground ops, and
 flight ops folks.  But even then, the origins vary from airplane to
 airplane.

Yes, the origin varies widely in all the specifications I have seen, but the
directions of the axes have all been the same (i.e. like our structural
frame). As well, all of them have been measured in inches, too.

Jon


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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread David Culp
 This is more of a code architecture issue.  Once something has left
 the aircraft, it ought be be handed to a simple ballistics FDM or
 somesuch.  Making it disappear from the aircraft model is as simple
 as adding a select animation and can be done right now.  And you can
 set the weight tag to zero to get the FDM behavior correct.

 Running it under a separate FDM handler is something that the C++
 code just doesn't support yet, though.  It's probably not hugely
 difficult to make work, though.

A simple ballistics FDM already exists, located at 
src/AIModel/AIBallistic.cxx, and it works nicely on its own.  What is needed 
is for every FDM to have the ability to be a master or slave of any other 
FDM.  When in slave mode the slave FDM will get its [x,y,z,pitch,roll,bank] 
info from the master.  When released the slave will begin using its internal 
calculations.  It wouldn't be hard to add this to AIBase (the base class for 
AIBallistic, AIAircraft and AIShip).  Yasim and JSBSim could then have the 
master/slave ability added (JSBSim already has something like this, but it 
wasn't designed to work with all the other FDMs).

I think we just need to define the interface for every FDM, and the struct for 
passing the [x,y,z,pitch,roll,yaw] data.  If you want the slave FDM to effect 
the master, then it gets more complicated.  A simple FDM, like AIAircraft, 
can ignore the effects of the slave, but a complex FDM, like Yasim or JSBSim, 
would probably want to be effected by the slave.  For instance, if you make 
the JSBSim X-15 a slave to an AIAircraft B-52, then the B-52 can ignore the 
effects of the X-15.  If the X-15 is a slave to the Yasim B-52, then the B-52 
will probably want to figure in the effects of the X-15.

One thing that needs more work is in ensuring that the master and slave models 
get drawn at the same time.  I'm no graphics guy, so that's out of my league.  
I've noticed this is a problem when pulling up behind the AI KC-135 (or any 
AIAircraft object).  The AI object appears to leap forward in about 20-foot 
bursts.  It would look funny if the AIBallistic-based external fuel tank 
didn't follow the aircraft smoothly.  Curt had the idea of using a central 
graphics manager to manage the drawing of all objects, and that might do the 
trick.


Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Jim Wilson
Russell Suter said:

 
 I suspect these properties are applied anyway -- even if they are zero.  I
 don't know if these are applied per frame or if they are applied once to
 the model.  In the latter case, you can ride the toll road all day and only
 have to pay the toll once!

Exactly.

From sgLoad3DModel (in SimGear/simgear/scene/model.cxx):

  ssgTransform * alignmainmodel = new ssgTransform;
  alignmainmodel-addKid(model);
  sgMat4 res_matrix;
  sgMakeOffsetsMatrix(res_matrix,
  props.getFloatValue(/offsets/heading-deg, 0.0),
  props.getFloatValue(/offsets/roll-deg, 0.0),
  props.getFloatValue(/offsets/pitch-deg, 0.0),
  props.getFloatValue(/offsets/x-m, 0.0),
  props.getFloatValue(/offsets/y-m, 0.0),
  props.getFloatValue(/offsets/z-m, 0.0));
  alignmainmodel-setTransform(res_matrix);


Best,

Jim


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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Lee Elliott
On Saturday 14 February 2004 17:48, Andy Ross wrote:
 Lee Elliott wrote:
  I think drop tanks would be feasible but it would need some thinking
  about:)
 
  The fun bit will be counteracting the a/c manuevours after the tank
  has dropped so it falls straight even though the a/c may be climbing
  and banking.

 This is more of a code architecture issue.  Once something has left
 the aircraft, it ought be be handed to a simple ballistics FDM or
 somesuch.  Making it disappear from the aircraft model is as simple
 as adding a select animation and can be done right now.  And you can
 set the weight tag to zero to get the FDM behavior correct.

 Running it under a separate FDM handler is something that the C++
 code just doesn't support yet, though.  It's probably not hugely
 difficult to make work, though.

 Andy

Agreed, a simple 'ballastics' FDM would be a far better solution, but then 
someone's got to design  code it.

Not my field;)

LeeE


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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Lee Elliott
On Saturday 14 February 2004 14:48, Jim Wilson wrote:
 Lee Elliott [EMAIL PROTECTED] said:
  On Friday 13 February 2004 22:27, Jon S Berndt wrote:
   Any chance of modeling wingtip vortices (when CL is high enough above
   some threshhold) and rocket engine exhaust?
  
   :-)
  
   Jon
 
  If we could actually modify the model objects themselves then we could
  'bend' the trails, and cut down on the number needed.

 Plib supports a tween function that does exactly this.  It hasn't been
 added to fgfs animation support yet.  Basically if you have two vertices
 (or identical _sets_ of vertices) positioned at the two extremes of your
 range of motion, the tween function will move them all proportionately
 between according to a 0.0 to 1.0 ratio value.  Obviously you could bend or
 stretch or twist, or whatever you  wanted to.  This would be cool to have.

 Best,

 Jim

Bendy wings on the B-52 would be nice;)

LeeE


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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Lee Elliott
On Saturday 14 February 2004 18:35, Vivian Meazza wrote:
  Andy Ross
 
  Lee Elliott wrote:
   I think drop tanks would be feasible but it would need some thinking
   about:)
  
   The fun bit will be counteracting the a/c manuevours after the tank
   has dropped so it falls straight even though the a/c may be
 
  climbing
 
   and banking.
 
  This is more of a code architecture issue.  Once something
  has left the aircraft, it ought be be handed to a simple
  ballistics FDM or somesuch.  Making it disappear from the
  aircraft model is as simple as adding a select animation and
  can be done right now.  And you can set the weight tag to
  zero to get the FDM behavior correct.
 
  Running it under a separate FDM handler is something that
  the C++ code just doesn't support yet, though.  It's probably
  not hugely difficult to make work, though.
 
  Andy

 I was thinking in the short term to move the tank away from the aircraft in
 an arc, then select it, and set the fuel to zero, and the empty weight to
 zero. Be nice to hand off to a separate FDM though.

 Vivian

While I think it might be feasible to drop a tank and have it appear to drop 
down from the a/c, and out of sight (and then quickly de-selected), I think 
trying to achieve any sort of realistic trajectory would be pushing it a bit.

You've got to remember that the animation origins are relative to the a/c so 
after dropping something, you'd have to bare in mind that the a/c, and 
therefore the anim orign, are moving.  If the a/c turns after dropping the 
tank it would be very difficult to keep the tank moving in a straight line 
with the available anim controls.  The same thing applies to climbs or 
descents, but this would be less apparent from the a/c views.  Would look a 
bit odd from the tower though:)

LeeE



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RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Jon Berndt
One feature in JSBSim that I began and have not yet finished (pending other
things) is a parent/child capability. You can (for instance) load a Mk82 on
an F-16 and the physical effects of the Mk82 will affect the F-16. The
position is based on the position of the parent, and so is the orientation.
However, the Mk82 position is not integrated, it always has a position based
on the parent, UNTIL it is released. Then, the EOM begins integrating and
the flyout is physics based.

The child objects are each their own individual JSBSim objects in their own
right, and each could be loaded and flown by itself. The JSBSim executive is
sort of recursive in this way. Each would be addressable in a way that I
think Tony set up with Properties, but I can't recall what it is.

Technically, it is also possible for each droppable piece to have its own
propulsion and flight control system, too. The possiblities there are quite
broad.

Unfortunately, my time is getting more limited by the day.

Jon


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RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Vivian Meazza


Jon Berndt wrote
 
 One feature in JSBSim that I began and have not yet finished 
 (pending other
 things) is a parent/child capability. You can (for instance) 
 load a Mk82 on an F-16 and the physical effects of the Mk82 
 will affect the F-16. The position is based on the position 
 of the parent, and so is the orientation. However, the Mk82 
 position is not integrated, it always has a position based on 
 the parent, UNTIL it is released. Then, the EOM begins 
 integrating and the flyout is physics based.
 
 The child objects are each their own individual JSBSim 
 objects in their own right, and each could be loaded and 
 flown by itself. The JSBSim executive is sort of recursive in 
 this way. Each would be addressable in a way that I think 
 Tony set up with Properties, but I can't recall what it is.
 
 Technically, it is also possible for each droppable piece to 
 have its own propulsion and flight control system, too. The 
 possiblities there are quite broad.
 
 Unfortunately, my time is getting more limited by the day.
 

Sounds VERY good. I'm sure you'll get round to it in due course.

Vivian



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RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Vivian Meazza


 Lee Elliott wrote
 
 On Saturday 14 February 2004 18:35, Vivian Meazza wrote:
   Andy Ross
  
   Lee Elliott wrote:
I think drop tanks would be feasible but it would need some 
thinking
about:)
   
The fun bit will be counteracting the a/c manuevours after the 
tank has dropped so it falls straight even though the a/c may be
  
   climbing
  
and banking.
  
   This is more of a code architecture issue.  Once 
 something has left 
   the aircraft, it ought be be handed to a simple 
 ballistics FDM or 
   somesuch.  Making it disappear from the aircraft model is as 
   simple as adding a select animation and can be done right 
 now.  And 
   you can set the weight tag to zero to get the FDM 
 behavior correct.
  
   Running it under a separate FDM handler is something 
 that the C++ 
   code just doesn't support yet, though.  It's probably not hugely 
   difficult to make work, though.
  
   Andy
 
  I was thinking in the short term to move the tank away from the 
  aircraft in an arc, then select it, and set the fuel to 
 zero, and the 
  empty weight to zero. Be nice to hand off to a separate FDM though.
 
  Vivian
 
 While I think it might be feasible to drop a tank and have it 
 appear to drop 
 down from the a/c, and out of sight (and then quickly 
 de-selected), I think 
 trying to achieve any sort of realistic trajectory would be 
 pushing it a bit.
 
 You've got to remember that the animation origins are 
 relative to the a/c so 
 after dropping something, you'd have to bare in mind that the 
 a/c, and 
 therefore the anim orign, are moving.  If the a/c turns after 
 dropping the 
 tank it would be very difficult to keep the tank moving in a 
 straight line 
 with the available anim controls.  The same thing applies to 
 climbs or 
 descents, but this would be less apparent from the a/c views. 
  Would look a 
 bit odd from the tower though:)
 
 LeeE
 
Of course we would like a parent/child FDM system, and from all these
postings is seems as if we nearly have. In the order of things, I don't
think it is very high on the todo list.

Vivian



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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Josh Babcock
Actually, I was thinking of playing with wing flexing with the model 
that I am working on now, but I figured that I already had too many 
bells and whistles.  I was going to divide each wing into about four 
sections and put them into a tree-like structure with all the engines, 
etc hanging off the group objects with the wing segments.  Then you can 
rotate the inner group by a factor of the g-load, and again for each 
section.  The effect should be cumulative at the tip, but I never tested 
it.  There might be a problem with the pivot points not matching up when 
the wing is flexed though, you might have to do some translating too.  
This would be a great feature if anyone ever modeled the Voyager.  Then 
the trick would be modeling the wingtip scrapes and deleting the wingtip 
lights, just like in real life!
Josh

Lee Elliott wrote:

On Friday 13 February 2004 22:27, Jon S Berndt wrote:
 

Any chance of modeling wingtip vortices (when CL is high enough above
some threshhold) and rocket engine exhaust?
:-)

Jon
   

I've thought about trying this but I think it could only be really effective 
in level flight.  As soon as you start banking the 'end' of whatever trail 
you're simulating will rotate (echos of the VRP issues:).

For a very short trail this might not be noticable but for longer ones I think 
it's a bit of a show stopper.

It would be possible to include curved trails in the model, and the select 
anim function could be used to select the appropriate model object, but then 
you'd need a wide range of trail objects.

At first glance, this doesn't seem too bad, but then I think you'd really need 
several versions of each trail type so that you could switch between them to 
give the impression that the trail is changing throught time.

Hmm...   I don't think I've explained that bit very well...

Consider an a/c in stable level flight where votices are being generated from 
the wing-tips.  Even though the vortex trail may not change in length or 
shape, it's appreance will change from frame to frame, so you'd need to 
switch between several identically shaped and sized objects that are textured 
slightly differently to give the impression of change.

If we could actually modify the model objects themselves then we could 'bend' 
the trails, and cut down on the number needed.

But then we could also do wing flexing too.

Before anyone starts thinking seriously about this, it would be very 
non-trivial to do, at least for the wings, where some objects would need to 
be 'bent' i.e. the wings and control surfaces, whereas other objects would 
have to simply translate i.e. wing mounted engine nacelles and U/C.

For a simple object, like a vortex trail, bending might be feasible, and 
combined with scaling (which I think we already have), it might work ok.

Another possiblity would be some sort of particle object handling where 
temporary objects could be generated, left for a while and then culled.  We 
could then 'drop' a stream of these objects behind the a/c that're culled 
after a certain time.  It'd probably need a lot of objects to work though, 
and it would also push up the object count of course.

Both methods would need some carefull texturing.

LeeE

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RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Jon Berndt

 Sounds VERY good. I'm sure you'll get round to it in due course.

 Vivian

Did I say that? ;-)

I think I may have a few weeks this summer *alone*. That's got opportunity
written all over it.

Jon


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RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Vivian Meazza


Jon Berndt
 
 
  Sounds VERY good. I'm sure you'll get round to it in due course.
 
  Vivian
 
 Did I say that? ;-)
 
 I think I may have a few weeks this summer *alone*. That's 
 got opportunity written all over it.
 

Excellent. But summer is for real flying.

Vivian



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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Norman Vine
Jim Wilson writes:
 
 Russell Suter said:
 
  
  I suspect these properties are applied anyway -- even if they are zero.  I
  don't know if these are applied per frame or if they are applied once to
  the model.  In the latter case, you can ride the toll road all day and only
  have to pay the toll once!
 
 Exactly.
 
 From sgLoad3DModel (in SimGear/simgear/scene/model.cxx):
 
   ssgTransform * alignmainmodel = new ssgTransform;
   alignmainmodel-addKid(model);
   sgMat4 res_matrix;
   sgMakeOffsetsMatrix(res_matrix,
   props.getFloatValue(/offsets/heading-deg, 0.0),
   props.getFloatValue(/offsets/roll-deg, 0.0),
   props.getFloatValue(/offsets/pitch-deg, 0.0),
   props.getFloatValue(/offsets/x-m, 0.0),
   props.getFloatValue(/offsets/y-m, 0.0),
   props.getFloatValue(/offsets/z-m, 0.0));
   alignmainmodel-setTransform(res_matrix);

Yup, something like that is how it's supposed to work but ...

I remember your asking about how to set this up and that you didn't like
the axis angle form that we were using but I hadn't realized that this code 
had actually changed ...  hmm...  

I have to think about this for a while ... 

anyway see attached for a much quicker equivalent of the current code

Norman



mat_test.cxx
Description: Binary data
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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Erik Hofman
Andy Ross wrote:

Running it under a separate FDM handler is something that the C++
code just doesn't support yet, though.  It's probably not hugely
difficult to make work, though.


Thinking about:

1. inherit the main FDM's moments and forces
2. transpose them to the appropriate location.
3. Use that as the initial values for your ballistic FDM.
Erik

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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Josh Babcock
Or just have a command that creates an object at a certain point with a 
certain velocity vector and orientation.
Josh

Erik Hofman wrote:

Andy Ross wrote:

Running it under a separate FDM handler is something that the C++
code just doesn't support yet, though. It's probably not hugely
difficult to make work, though.


Thinking about:

1. inherit the main FDM's moments and forces
2. transpose them to the appropriate location.
3. Use that as the initial values for your ballistic FDM.
Erik

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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Erik Hofman
Norman Vine wrote:

Hmm..  conventional radar usage is perhaps a bit of a stretch but things such 
as automated landings use radar verification where being off by half the length 
of a 747 could lead to 'interesting' things ..  there are other interesting uses for
radar like things too that are most useful when you aren't necessarily watching
the 'screen'   

* ALARM * ALARM * ALARM *
Actually:

* Warning * Warning *   * Warning * Warning *

Or my favorite:

* PULL UP * PULL UP*

Erik

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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Erik Hofman
Lee Elliott wrote:

Agreed, a simple 'ballastics' FDM would be a far better solution, but then 
someone's got to design  code it.
Which reminds me, an FDM (Yasim, UIUC/LaRCsim or JSBSim) could spawn an 
AIModel object which has (simple) ballistic trajectory support.

Erik

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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Erik Hofman
Jim Wilson wrote:

The _only_ difference between now and what we had before is now the position
may be reported at a fixed location on the aircraft by JSBsim.  Before it was
reported at the _current_ center of gravity which varies according to load,
fuel consumption, etc.  I'm sorry to be so dense, but could some explain what
this is going to mess up?


The reported lat/lon/alt would swing around a certain other location 
when displayed on an external radar display.

To correct that you would need the heading vector and the relative 
static CG distance  and compute the actual rotational point.

Erik

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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Jon Berndt
 The _only_ difference between now and what we had before is now the
position
 may be reported at a fixed location on the aircraft by JSBsim.
 Before it was reported at the _current_ center of gravity which varies
 according to load, fuel consumption, etc.  I'm sorry to be so dense, but
could
 some explain what this is going to mess up?

Say that initially JSBSim and the 3D model both agreed on where the center
was - for JSBSim we simply report the CG location. OK, so the 3D model is
flying along nicely - even took off nicely (since the CG matches where the
3D model rotates about in this example).

Now, let's say we have fuel burnoff on one wing tank but not the other, so
we end up with a CG that is two feet to the left of the fuselage at around
the quarter chord (if you could even fly that, but humour me). The 3D model
stil thinks the center of rotation is at the initially specified CG point,
right?

Now, when the aircraft lands, the FDM knows about all the contact points and
where the CG is currently, and say one main gear (right) touches down well
before the other. When the aircraft touches down the right gear, visually
the right gear would hover above the runway some distance, because it is
rotating about the initial CG, yet the FDM is rotating about the
left-displaced CG, which has also a different altitude than is visually
being shown

Jon


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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Erik Hofman
Josh Babcock wrote:
Or just have a command that creates an object at a certain point with a 
certain velocity vector and orientation.
I think you still need the moments to get a  decent traject match.

Erik

Josh

Erik Hofman wrote:

Andy Ross wrote:

Running it under a separate FDM handler is something that the C++
code just doesn't support yet, though. It's probably not hugely
difficult to make work, though.
Thinking about:

1. inherit the main FDM's moments and forces
2. transpose them to the appropriate location.
3. Use that as the initial values for your ballistic FDM.
Erik
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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Jonathan Richards
On Saturday 14 Feb 2004 6:27 pm, Norman Vine wrote:
snip
 AFAIK
 In most systems if an object is represented by a point location it is
 expected that said location will be 'near' the center of the object in
 question.

 In the case of radar the center point of the 'target's on-screen echo' when
 extrapolated to account for the 'display properties' is most often close to
 the center point of the object 'sensed'.
  I know it is really much more complicated then this but ... it is
 certainly closer to the center point then one of the extremities unless
 that extremity and the center point line up on a vector emanating from the
 radar 

 Note this has nothing to do with how FGFS has or will do things but
 reflects common practice and deviation from this will 'often' have to be
 accounted for.

Oo!  Oo! but this is a simulator, isn't it?  So won't it simulate the 
electromagnetic pulse from our aircraft's antenna, modify it for the medium 
between us and the target, query the position (of the nose :¬) and 
orientation of the target, calculate the effective radar cross-section, and 
return the reflection to the receiver?  We wouldn't just draw a blip on  a 
radar instrument screen, being a projection of X.target, Y.target, Z.target, 
would we?  (OK, maybe if the target squawked).

:-P

Jonathan

I've got a more serious observations on the Reference Point Skirmish, though. 
At least in the early part of the debate it would have helped if we had a 
diagram to refer to, just to get the nomenclature clear.  A picture paints 1K 
words, etc.

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[Flightgear-devel] waves white flag

2004-02-14 Thread Jon Berndt
I give up. Sort of.

I just want things to work out properly between the FDM and the 3D model.
JSBSim now can provide the lat/lon/alt of a fixed point on the aircraft.
This includes the possibility of providing an offset from the initial CG to
the current CG. We can provide whatever is desired. I've proposed a solution
that many of us agreed on at one point, and which I think makes sense given
the perspectives of the two camps (FDM and 3D Model).

I've made my argument. You can take it, or provide a different solution.
We'll be happy to provide whatever is requested.

Jon



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Re: [Flightgear-devel] waves white flag

2004-02-14 Thread Josh Babcock
Personally, I think the nose VRP makes a lot of sense.  I think people 
are trying to make this a lot more complicated than it is.  It's just a 
simple solution to a small problem.  I vote Yea.

Josh

Jon Berndt wrote:

I give up. Sort of.

I just want things to work out properly between the FDM and the 3D model.
JSBSim now can provide the lat/lon/alt of a fixed point on the aircraft.
This includes the possibility of providing an offset from the initial CG to
the current CG. We can provide whatever is desired. I've proposed a solution
that many of us agreed on at one point, and which I think makes sense given
the perspectives of the two camps (FDM and 3D Model).
I've made my argument. You can take it, or provide a different solution.
We'll be happy to provide whatever is requested.
Jon



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Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Josh Babcock
Oh, yeah, that too.
Josh
Erik Hofman wrote:

Josh Babcock wrote:

Or just have a command that creates an object at a certain point with 
a certain velocity vector and orientation.


I think you still need the moments to get a decent traject match.

snip


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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Jon Berndt
 No.  No.  No.  No.  There need not be a prior agreement.  The 3D modeler
 uses whatever origin suits.  It appears in many cases that's the nose.

Yes, yes.

There has to be an understanding of the difference between the frames of
reference (FDM and 3D model). If we are providing the position of the nose,
and the 3D model has some arbitrary origin (that's *not* the nose) then it's
not gonna work. I think you understand this. The point is, SOMEONE has to
know how to relate the two frames of reference - THAT's what I mean by
agreed-upon.

Look, I understand 3D graphics. I wrote an application 15 years ago that
took reams of simulation data and wrote an animation (frame-by-frame) to
videotape using IRIX-GL (before there was OpenGL:
http://www.hal-pc.org/~jsb/lambs.jpg). I've created often used shuttle 3D
models for rendering under POV-Ray:
http://www.hal-pc.org/~jsb/shuttlepov.html.

I am trying to preclude confusion amongst the audience of 3D modelers and
flight model creators.

Jon


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RE: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Norman Vine
Norman Vine wrote:
 Jim Wilson writes:
  
  
  Exactly.
  
  From sgLoad3DModel (in SimGear/simgear/scene/model.cxx):
 
 Yup, something like that is how it's supposed to work but ...
 
 I remember your asking about how to set this up and that you didn't like
 the axis angle form that we were using but I hadn't realized that this code 
 had actually changed ...  hmm...  
 
 I have to think about this for a while ... 

This looks fine, I guess I was just surprised that I hadn't noticed
the code change earlier,  and since this is currently only called 
once for any model it isn't time sensitive either although we might 
as well use the 'faster' code :-)

Cheers

Norman

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[Flightgear-devel] 3D Panel Instruments

2004-02-14 Thread David Megginson
I've started work on some 3D panel instruments.  You can see them, in 
various stages of completion, in the latest CVS version of the pa28-161.

All the best,

David

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[Flightgear-devel] Portable unlink() / rmdir()

2004-02-14 Thread Curtis L. Olson
Honest, I'm not writing a windows virus here. :-)

I am working on an fltk app to make it easier to install / uninstall 10x10 
.tar.gz scenery chunks.  I have the install part mostly working (via libtar 
/ libz) so now I am looking at uninstalling.

For unix I can do a depth first traversal of the subfolder calling 
unlink() and rmdir() to remove everything.  Are these calls also available 
for windows?  If not, what is the recommended way to do this?

Thanks,

Curt.
--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org
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[Flightgear-devel] Thunderbird crash video

2004-02-14 Thread Jon Berndt
(Windows media video)

http://www.wedda.demon.nl/tbird.wmv 

Jon


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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Russell Suter


Jon Berndt wrote:

No.  No.  No.  No.  There need not be a prior agreement.  The 3D modeler
uses whatever origin suits.  It appears in many cases that's the nose.
   

Yes, yes.

There has to be an understanding of the difference between the frames of
reference (FDM and 3D model). If we are providing the position of the nose,
and the 3D model has some arbitrary origin (that's *not* the nose) then it's
not gonna work. 

Then what the H E double toothpicks are these properties for:

*/offsets/x-m*
   The distance to reposition the model along the x-axis.
*/offsets/y-m*
   The distance to reposition the model along the y-axis.
*/offsets/z-m*
   The distance to reposition the model along the z-axis.
*/offsets/heading-deg*
   The angle by which to rotate the model around the z-axis.
*/offsets/roll-deg*
   The angle by which to rotate the model around the x-axis.
*/offsets/pitch-deg*
   The angle by which to rotate the model around the y-axis.

I think you understand this. The point is, SOMEONE has to
know how to relate the two frames of reference - THAT's what I mean by
agreed-upon.
Of course someone must know this relationship.  That doesn't mean they
must be the same point.  Someone must not only know the relationship but
also be able to calculate, measure, or WAG a delta x,y,z between these
two frames of reference and put them in the XML wrapper file.  But the
understanding need not be a prior agreement!!!  So the answer is still NO!
Personally, I have matched FDMs that I did not create with 3D models I did
not create each with different frames of reference using something very 
similar
to the /offsets/ properties.

Look, I understand 3D graphics. I wrote an application 15 years ago that
took reams of simulation data and wrote an animation (frame-by-frame) to
videotape using IRIX-GL (before there was OpenGL:
http://www.hal-pc.org/~jsb/lambs.jpg). I've created often used shuttle 3D
models for rendering under POV-Ray:
http://www.hal-pc.org/~jsb/shuttlepov.html.
I mean no disrespect, nor do I question your ability.  But, you don't 
seem to  entirely understand
the power of the offsets property.  If the FDM reports a position, say 
the nose, as you intend to
do.  Now say that the 3D model has the origin at the tail.  All is not 
lost.  As long as someone
can determine the deltas x,y,z between these two fixed points, these 
deltas become the /offsets/
properties in the XML wrapper file that tell the IG software how to 
shift the 3D model to the
FDM's reported position.  That JSBSim reported the nose is not 
significant.  It's fixed point to
fixed point but they don't need to be the same fixed point.

I am trying to preclude confusion amongst the audience of 3D modelers and
flight model creators.
 

This is a false sense of security.  Not all FDMs will use the nose, nor 
will all 3D models.
There is another mechanism to correlate the two.  That mechanism is the 
/offsets/ properties
in the wraper file.  Reread the section Jim Wilson referenced:

http://www.flightgear.org/Docs/fgfs-model-howto.html#repositioning

And, as Jim confirmed earlier, this mechanism ALWAYS happens, even if 
the offsets
are 0,0,0.

--
Russ
Conway's Law: The structure of a system tends to mirror the
structure of the group producing it.
 -- Mel Conway Datamation (1968)


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Re: [Flightgear-devel] Eye candy - Wing Bending

2004-02-14 Thread kreuzritter2000
On Saturday 14 February 2004 22:10, Josh Babcock wrote:
 Actually, I was thinking of playing with wing flexing with the model
 that I am working on now, but I figured that I already had too many
 bells and whistles.  I was going to divide each wing into about four
 sections and put them into a tree-like structure with all the engines,
 etc hanging off the group objects with the wing segments.  Then you can
 rotate the inner group by a factor of the g-load, and again for each
 section.  The effect should be cumulative at the tip, but I never tested
 it.  There might be a problem with the pivot points not matching up when
 the wing is flexed though, you might have to do some translating too.
 This would be a great feature if anyone ever modeled the Voyager.  Then
 the trick would be modeling the wingtip scrapes and deleting the wingtip
 lights, just like in real life!
 Josh


So you read my discussion on irc.flightgear.org 2-3 weeks ago about my wing 
bending idea?

I am working on wing bending too but i am still on working
out how a physical model of this wing bending would look like in real life.


Best Regards,
 Oliver C.




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Re: [Flightgear-devel] Eye candy - Wing Bending

2004-02-14 Thread kreuzritter2000
On Sunday 15 February 2004 08:39, [EMAIL PROTECTED] wrote:

 I am working on wing bending too but i am still on working
 out how a physical model of this wing bending would look like in real life.

Upgrade: 
And how to simplify it and integrate it nicly into flightgear so that it is 
still fast enough.
I also gave up the idea of limiting the number of wing sections to only 4, 
imho this should depend on the type of airplane, so i thought about
a dynamic range of wing sections that can be adjusted to the type of airplane.

This means: 
A glider would need more wing sections than a space shuttle.


Best Regards,
  Oliver C.


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RE: [Flightgear-devel] Portable unlink() / rmdir()

2004-02-14 Thread Norman Vine
Curtis L. Olson writes:
 
 Honest, I'm not writing a windows virus here. :-)
 
 I am working on an fltk app to make it easier to install / uninstall 10x10 
 .tar.gz scenery chunks.  I have the install part mostly working (via libtar 
 / libz) so now I am looking at uninstalling.
 
 For unix I can do a depth first traversal of the subfolder calling 
 unlink() and rmdir() to remove everything.  Are these calls also available 
 for windows?  If not, what is the recommended way to do this?

WIndows versions have a leading underscore

_unlink( const char * )
_rmdir( const char * )

This is typical of POSIX calls on WIndows

BTW this usually works well for this kind of thing 
google( SEARCH_STRING site:msdn.microsoft.com )

HTH

Norman

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