Re: [Flightgear-devel] Animation and osg

2007-01-05 Thread Mathias Fröhlich

Hi,

On Thursday 04 January 2007 17:38, AJ MacLeod wrote:
 Fantastic - by far the worst bit of creating a model for FG for me is
 dealing with the old hotspots.  There's just so much slow trial and error
 drudgery involved... this should make things so much easier, thanks!

What is currently in is just have an up/down binding.

But I have something in mind where you should be able to 'grab', say the 
throttle 3d model and move it with the mouse to the desired position.

The downside from such a thing would be that you move the throttle from the 
above example in discrete steps dependent on the screen resolution and the 
view.
But for the first cut this appears to be a cool feature I believe :)

   Greetings

  Mathias

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Re: [Flightgear-devel] Animation and osg

2007-01-04 Thread Stuart Buchanan

--- Mathias Fröhlich wrote:
 Hi,
 
 I am preparing put the panel code into the scenegraph. For that I needed
 a 
 generic scenery picking mechanism.
 That is now in place together with an 3D model animation type that can
 be used 
 to execute some commands from our command manager on a mouse pick on
 specific 
 3D model objects.

That's great news - no more difficult to create hot-spot panels for 3-D
cockpits. 

Something that isn't clear from the model-howto.html is whether you can
include Nasal fragments within the binding, or whether you need to use a
listener on the property that is bound.

-Stuart


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Re: [Flightgear-devel] Animation and osg

2007-01-04 Thread Ralf Gerlich
Hi,

IIRC you can use Nasal fragments using the nasal command.

  binding
commandnasal/command
script!-- your script here --/script
  /binding

Cheers,
Ralf


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Re: [Flightgear-devel] Animation and osg

2007-01-04 Thread Mathias Fröhlich

Hi,

On Thursday 04 January 2007 16:06, Stuart Buchanan wrote:
 Something that isn't clear from the model-howto.html is whether you can
 include Nasal fragments within the binding, or whether you need to use a
 listener on the property that is bound.
Well, I would like to be able to include nasal commands. But that is not yet 
tested. And may be there is a part missing from the implementation.
As this is a split out patch from one of the bigger chunks I have on my disk 
and that bigger chunk concentrates on rendering errors in the panel I did not 
yet include that.

I also must admit that I never did include nasal myself in c code. So may be 
Andy or Melchior are faster than me to do that part.
Or could somebody with nasal background give me a hint what I need the 'module 
name' for?
That is the open question that is in this current code.

   Greetings

  Mathias

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