Re: [Flightgear-devel] Little Ground Vehicle patch (for Vivian)

2009-09-10 Thread Vivian Meazza
Nic,

 

Thanks for this. The reason that models wander into the air is that the
height test is finding the model itself. The solution I have been using is
to add:

 

   animation

enable-hot type=boolfalse/enable-hot

  /animation

 

to the model .xml file. This means that the Ground Vehicles still see
buildings, but of course are themselves not seen. Which is handy, but
unrealistic when instantiating a load of them in the same place.

 

Neither solution really addresses the basic issue, which is self-detection.
Right now I'm adding tunnels to the code so that the models can go
underground. It will also apply to bridges or underpasses. I'll revisit this
issue after that problem has been fixed.

 

 

Regards,

 

Vivian 

 

-Original Message-
From: Nicolas Quijano [mailto:nquij...@gmail.com] 
Sent: 10 September 2009 01:05
To: FlightGear developers discussions
Subject: [Flightgear-devel] Little Ground Vehicle patch (for Vivian)

 

Hi Vivian, testing your new groundvehicle class for AI scenarios in the
context of a train of tanks and another of jeeps, I stumbled into their
wandering in the air. 
The solution is two-fold : one, specify a starting altitude through the
altitude tag in the groundvehicle's entry in the ai scenario, even
though we're using a flightplan (maybe I could have just re-ordered things
around to we don't do GetPitch et al. before popping the first waypoint, but
this was simple ;))
This ensures we don't have zero as elevation in the initial calculations
after applying my patch.

What my  patch does is to stop using an arbitrary 1m lookup for the
geode checks, but rather use the current elevation in meter, to avoid
finding anything else, including buildings, or other models, which was
gradually building up to an error amounting to the whole train floating
above ground. 

Been testing it in the very hilly terrain in between La Honda and the
Stanford Accelerator center, at the upper edge of Palo Alto.
They conform to the terrain way better after the patch, and setting an
initial altitude. 
I'll leave it up to you to see if the patch has any applicability in your
further work with the AIGroundVehicle class, but I wanted to point out the
hovering higher and higher as time goes by behaviour and provide a solution
:)

Cheers, 
Nic



-- 
Be Kind. 
Remember, everyone is fighting a hard battle.

--
Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day 
trial. Simplify your report design, integration and deployment - and focus on 
what you do best, core application coding. Discover what's new with 
Crystal Reports now.  http://p.sf.net/sfu/bobj-july___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Little Ground Vehicle patch (for Vivian)

2009-09-09 Thread Nicolas Quijano
Hi Vivian, testing your new groundvehicle class for AI scenarios in the
context of a train of tanks and another of jeeps, I stumbled into their
wandering in the air.
The solution is two-fold : one, specify a starting altitude through the
altitude tag in the groundvehicle's entry in the ai scenario, even
though we're using a flightplan (maybe I could have just re-ordered things
around to we don't do GetPitch et al. before popping the first waypoint, but
this was simple ;))
This ensures we don't have zero as elevation in the initial calculations
after applying my patch.

What my  patch does is to stop using an arbitrary 1m lookup for the
geode checks, but rather use the current elevation in meter, to avoid
finding anything else, including buildings, or other models, which was
gradually building up to an error amounting to the whole train floating
above ground.

Been testing it in the very hilly terrain in between La Honda and the
Stanford Accelerator center, at the upper edge of Palo Alto.
They conform to the terrain way better after the patch, and setting an
initial altitude.
I'll leave it up to you to see if the patch has any applicability in your
further work with the AIGroundVehicle class, but I wanted to point out the
hovering higher and higher as time goes by behaviour and provide a solution
:)

Cheers,
Nic



-- 
Be Kind.
Remember, everyone is fighting a hard battle.


AIGroundVehicle.cxx.patch
Description: Binary data
--
Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day 
trial. Simplify your report design, integration and deployment - and focus on 
what you do best, core application coding. Discover what's new with 
Crystal Reports now.  http://p.sf.net/sfu/bobj-july___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Little Ground Vehicle patch (for Vivian)

2009-09-09 Thread Nicolas Quijano
Hmm, needs further work... Now, they've taken a liking to going under the
terrain, damn
Will get back with further findings once I've dug deeper (pun intended)
Cheers,
Nic


On Wed, Sep 9, 2009 at 8:05 PM, Nicolas Quijano nquij...@gmail.com wrote:

 Hi Vivian, testing your new groundvehicle class for AI scenarios in the
 context of a train of tanks and another of jeeps, I stumbled into their
 wandering in the air.




-- 
Be Kind.
Remember, everyone is fighting a hard battle.
--
Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day 
trial. Simplify your report design, integration and deployment - and focus on 
what you do best, core application coding. Discover what's new with 
Crystal Reports now.  http://p.sf.net/sfu/bobj-july___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel