Jim Howarth wrote:
> Ahhh...  Well.. I got to it.. Started to fly under it and flightgear
> crapped out..

No.  It just flagged a collision.  The FDMs can only ask FlightGear
"how high above sea level is the ground at this location?".  This is
fine for doing ground handling on runways.

But the problem is that this models the whole world as an elevation
field -- there's no notion of "under" in such a data model.  So the
second you flight into an area where the tallest scenery object is
higher than you, you appear to hit a wall.

The existing hit list code works well and runs fast, so it hasn't been
tinkered with to try to fix this.  The "right" interface would be a
way for the FDM to hand a bunch of line segments (not points; landing
gear can compress) to FlightGear and get back an indication of where
along that line an intersection occurred.  Something like:

  // Just in case someone is interested in writing this. :)
  //
  // Returns true if the line segment intersects.  The intersection
  // point is returned in "isect", where a value of 0 indicates point
  // a, and 1.0 indicates b.
  bool fgGetSceneryIntersection(Point3D a, Point3D b, float* isect);

Andy


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