Re: [Flightgear-devel] Bones and IK

2004-06-16 Thread Lee Elliott
On Wednesday 16 June 2004 07:21, Erik Hofman wrote:
> Lee Elliott wrote:
> > Re the above, it would help if all the scenery could be made invisible
> > because while rotating the view around the model to get the right angle
> > to observe a particular animation I often find that the ground gets in
> > the way and obscure the view.
>
> What really would help is a separate aircraft design program...
>
> Erik

Ain't sayin' nuffin'

;)

Actually, I love the modeller in the app I use - apparently every version of 
the s/w I use has been described as having a 'steep learning curve' but to be 
honest, I find it totally logical to the extent that I don't need to remember 
loads of stuff because it's just as quick to work it out each time I need to 
do it (not that I have on every model).

Actually, it's easy enough too, to work out the exact anim axis by measuring 
them in whatever 3d app you're using - simple enough maths that even I can do 
it.

Nope - the only two real problems are; the scenery getting in the way, and not 
being able to easily 'shift' the viewpoint i.e. to be able to get a view 
aligned with the central axis but off-set to the ailerons - by rotating you 
can only ever see them at an angle, other that that FG is ok, if with a bit 
of a heavy overhead:)

LeeE

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Bones and IK

2004-06-16 Thread Lee Elliott
On Thursday 17 June 2004 00:01, Lee Elliott wrote:
> On Wednesday 16 June 2004 07:21, Erik Hofman wrote:
> > Lee Elliott wrote:
> > > Re the above, it would help if all the scenery could be made invisible
> > > because while rotating the view around the model to get the right angle
> > > to observe a particular animation I often find that the ground gets in
> > > the way and obscure the view.
> >
> > What really would help is a separate aircraft design program...
> >
> > Erik
>
> Ain't sayin' nuffin'
>
> ;)
>
> Actually, I love the modeller in the app I use - apparently every version
> of the s/w I use has been described as having a 'steep learning curve' but
> to be honest, I find it totally logical to the extent that I don't need to
> remember loads of stuff because it's just as quick to work it out each time
> I need to do it (not that I have on every model).
>
> Actually, it's easy enough too, to work out the exact anim axis by
> measuring them in whatever 3d app you're using - simple enough maths that
> even I can do it.
>
> Nope - the only two real problems are; the scenery getting in the way, and
> not being able to easily 'shift' the viewpoint i.e. to be able to get a
> view aligned with the central axis but off-set to the ailerons - by
> rotating you can only ever see them at an angle, other that that FG is ok,
> if with a bit of a heavy overhead:)
>
> LeeE

Oops! - that '(not that I have on every model)' should've been appended to the 
next paragraph - I blame the evils of drink.

LeeE

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Clickable 3d instruments

2004-06-16 Thread Ampere K. Hardraade
I have just tried it again.  The path tag seem to expect a path to the XML 
file, so specifying a path to a model will result in an error and that stupid 
"glider".

I have also assign the path to the XML file and just animate away.  There is 
no error, but there is no movement in the model either.

I then tried animating objects one at a time and all at once to find out if 
the two would make any difference.  The result is still the same -- nothing.

Regards,
Ampere

On June 15, 2004 11:01 pm, Ampere K. Hardraade wrote:
> I have just tried it.  It doesn't seem to work.
>
> Regards,
> Ampere
>
> On June 15, 2004 08:02 pm, Jim Wilson wrote:
> > Well actually... h... Right now we're referencing xml files in the
> > "path" property of the model arrays ( tags).  What happens when
> > you add animation tags inside a  tag and make the path reference
> > the .ac file instead of another wrapper?  I think that might work.
> >
> > Like this:
> >
> > 
> >   /pathname/switch.ac
> >   
> > animation definition for this particular switch...
> >   
> > 
> >
> > Repeat for each switch.
> >
> > Best,
> >
> > Jim
> >
> >
> > ___
> > Flightgear-devel mailing list
> > [EMAIL PROTECTED]
> > http://mail.flightgear.org/mailman/listinfo/flightgear-devel
>
> ___
> Flightgear-devel mailing list
> [EMAIL PROTECTED]
> http://mail.flightgear.org/mailman/listinfo/flightgear-devel

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] perl script to make fgsd object libraries from a directory tree

2004-06-16 Thread Josh Babcock
#!/usr/bin/perl -w
# [EMAIL PROTECTED] 2004/6/15
# GNU GPL
my $path='/';
my $pwd='/';
my $base;
my $depth=0;
my $name;
my $nick;
my $tab;
my $find_args;
my $dir;
my @files;
# Initailise the leaf array.  Here we say / currently contains 0 leaves.
my @leaf; $leaf[0]=0;
my @types = qw(ac 3ds ase dfx flt md2 obj vrml vrml1 atg);
$find_args=' -follow -type f -name "*.'.pop(@types).'"';
foreach $i (@types) {
  $find_args.=" -or -name \"*.$i\"";
}
$base=$ENV{PWD} unless ($base=shift());
$base=~/^--?h/ and &Help();
chdir($base) or die "could not chdir to $base";
@files = `find * $find_args`;
@files = sort @files;
foreach $i (@files) {
  $i=~s!^([^/].*)!/$1!;
}
print ''."\n";
print "\n";
print "\n";
print "  Library\n";
foreach $path (@files) {
  $path=~s/^\.//;
  $name=$path;
  $path=~s/(.*)\/.*/$1/;
  chomp($path);
  $name=~s/.*\/(.*)/$1/;
  chomp($name);
  $nick=$name;
  $nick=~s/(.*)\..*/$1/;
  ($pwd, $depth, @leaf) = &GotoRightDir($path, $pwd, $depth, @leaf);
  # Now assume $path eq $pwd
  $tab = &Tab($depth);
  print "$tab\n";
  print "$tab  ${nick}\n";
  print "$tab  ${base}${path}/${name}\n";
  print "$tab\n";
  $leaf[$depth]++;
}
# Clean up
&GotoRightDir($path, $pwd, $depth, @leaf);
print "\n";
exit;
sub GotoRightDir {
  # Ascend or descecnd directories until $path eq $pwd
  # Make appropriate STDOUT along the way
  my ($path, $pwd, $depth, @leaf) = @_;
  my $branch;
  # Just in case
  $path='/' unless $path;
  while ("$path" ne "$pwd") {
if ($path=~/^$pwd/) {
  # Descend to the next dir
  # branch is the next directory in $path after $pwd
  $branch=$path;
  $branch=~s/$pwd//;
  $branch=~s/^\/?([^\/]*).*/$1/;
  # / is a special case
  $pwd=~s!/$!!;
  $pwd.="/$branch";
  # $depth is still set to the parent's level
  $tab = &Tab($depth);
  print "${tab}\n";
  print "$tab  $branch\n";
  # Keep track of parent's number of leaves
  $leaf[$depth++]++;
  # This is a new dir, and has no leaves yet
  $leaf[$depth]=0;
} else {
  # Ascend toward /
  $pwd=~s![^/]*$!!;
  $pwd=~s!^(/.*)/$!$1!;
  # Set $depth to parent's level
  $depth--;
  $tab = &Tab($depth);
  print "${tab}\n";
}
  }
  return $pwd, $depth, @leaf;
}
sub Tab {
  # Generate an indentation based on the parent's level
  my $depth = shift;
  my $tab='';
  for ($i=0; $i<=$depth; $i++) {
$tab.='  ';
  }
  return $tab;
}
sub Help {
  print "usage: $0 [-h] [path]\n\n";
  print "Builds an fgsd xml object library and outputs it to STDOUT,\n";
  print "If a path is given the library will be built with that as the root,\n";
  print "otherwise the pwd will be used as the root.\n";
  print "[path] may contain symlinks to other directories.\n";
  exit 0;
}
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Re: 64 bit compile speed

2004-06-16 Thread Andy Ross
Erik Hofman wrote:
> No, 64-bit is by default a bit slower. It's on very special
> occasions that 64-bit outperforms 32-bit (due to data transfer
> rate...)

That's true in the general case, because the larger pointer size
effectively reduces the size of the L1 cache.  But for this
particular architecture, there are 8 extra (i.e. twice as many)
general purpose registers available in 64 bit mode.  Most CPU
benchmarks seem to show about a 10-20% speedup when run on an
AMD64 in 64 bit mode.

But compilation (especially FlightGear's final link, which is,
heh, awfully thrashy) is very often I/O bound, especially on a
laptop with a slow disk.  I guess in this case any CPU speedup is
offset by the extra I/O to write the larger binary and the
difference ends up as noise. :)

Andy


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel