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 spring gear also follow a less than straight path.) > The FDM knows that the gear tip can be anywhere between one point > (full extension) and another (full compression), but needs to know > where so it can calculate the spring force along the strut. The > scenery manager is the only code that knows what the ground looks > like, so it has to figure this out. > > So, what I'd like to see is an interface that looks like: > > // Calculates and returns a point of scenery intersection that lies on > // the line segment between p1 and p2. If the line segment intersects > // the scenery more than once, then the point closest to p1 is chosen. > // All coordinates are in global cartesian. > sgdVec3 fgGetSceneryIntersection(sgdVec3 p1, sgdVec3 p2, > sgdVec3* normalOut); > > ... or something equivalent. Actually, there needs to be a way to > disambiguate the case where p1 is actually below ground, too. It shouldn't be too hard to test that the resulting contact point is between p1 and p2 ... Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities [EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel