[Flightgear-devel] Collision Detection and Network

2004-12-07 Thread Florian Schießl
Hi !
If u rememember me, I`m the guy who wants to use Flight Gear for his 
Master thesis and the virtual flying fitness machine. :)

I need for my thesis a working and powerful network system in flight 
gear. This may go so far that you can transfer a video and audio stream 
with it. So you could see and talk with the persons u play online.
I also need a function that shows somekind of arrow on the HUD that 
shows in the direction of another player.

And I need a working collision system. And if I still have time a force 
feedback system.

Im willing to implement these things into flightgear and thought to 
myself, that I could contribute to the project by adding them later to 
the general cvs.

Is this ok for you developers ? If you have tips about where and how to 
implement these things, I`m open to suggestions.

Cu, Floh

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RE: [Flightgear-devel] Collision Detection and Network

2004-12-07 Thread RENNUIT Antoine 203220 Thésard
I don't know if that could help you, but all you want to do (streaming,
collision detection...) already exists in open source projects, you just
have to integrate them into FG (which is still however a great deal of
work). If you think it is interesting, I can supply you with links to these
projects.


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Envoyé : mardi 7 décembre 2004 17:08
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Objet : [Flightgear-devel] Collision Detection and Network


Hi !

If u rememember me, I`m the guy who wants to use Flight Gear for his 
Master thesis and the virtual flying fitness machine. :)

I need for my thesis a working and powerful network system in flight 
gear. This may go so far that you can transfer a video and audio stream 
with it. So you could see and talk with the persons u play online.
I also need a function that shows somekind of arrow on the HUD that 
shows in the direction of another player.


And I need a working collision system. And if I still have time a force 
feedback system.

Im willing to implement these things into flightgear and thought to 
myself, that I could contribute to the project by adding them later to 
the general cvs.


Is this ok for you developers ? If you have tips about where and how to 
implement these things, I`m open to suggestions.

Cu, Floh




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Re: [Flightgear-devel] Collision Detection and Network

2004-12-07 Thread Florian Schießl
Hi.
It was my plan to use third parties open source solutions. If you know 
good projects feel free to send me the links. thx :)

Cu, Floh
RENNUIT Antoine 203220 Thésard wrote:
I don't know if that could help you, but all you want to do (streaming,
collision detection...) already exists in open source projects, you just
have to integrate them into FG (which is still however a great deal of
work). If you think it is interesting, I can supply you with links to these
projects.


I need for my thesis a working and powerful network system in flight 
gear. This may go so far that you can transfer a video and audio stream 
with it. So you could see and talk with the persons u play online.
I also need a function that shows somekind of arrow on the HUD that 
shows in the direction of another player.

And I need a working collision system. And if I still have time a force 
feedback system.

Im willing to implement these things into flightgear and thought to 
myself, that I could contribute to the project by adding them later to 
the general cvs.

Is this ok for you developers ? If you have tips about where and how to 
implement these things, I`m open to suggestions.

Cu, Floh



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RE: [Flightgear-devel] Collision Detection and Network

2004-12-07 Thread RENNUIT Antoine 203220 Thésard
I use the lower layers of VRPN to distribute all the data related to
virtual reality applications, and for compressed video (streaming works
well). VRPN higher layers are dedicated to make a distributed abstraction
layer over virtual reality devices such as mocap, or force feedback devices.
Maybe it will work for the device you intend to drive...
VRPN :
http://www.cs.unc.edu/Research/vrpn/
As for collision, I think most popular free collision detection
engines can be found at the UNC. I don't know what you intend to do with
your collision detection... Maybe you should try V-collide engine.
Careful with collision detection, it can really lower your
computer's performances if you put too many, and too complicated meshes into
the collision engine. 
COLLISION :
http://www.cs.unc.edu/~geom/collide/index.shtml

Antoine.


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De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] la part de Florian
Schießl
Envoyé : mardi 7 décembre 2004 17:55
À : FlightGear developers discussions
Objet : Re: [Flightgear-devel] Collision Detection and Network


Hi.

It was my plan to use third parties open source solutions. If you know 
good projects feel free to send me the links. thx :)

Cu, Floh


RENNUIT Antoine 203220 Thésard wrote:
 I don't know if that could help you, but all you want to do (streaming,
 collision detection...) already exists in open source projects, you just
 have to integrate them into FG (which is still however a great deal of
 work). If you think it is interesting, I can supply you with links to
these
 projects.
 
 

 I need for my thesis a working and powerful network system in flight 
 gear. This may go so far that you can transfer a video and audio stream 
 with it. So you could see and talk with the persons u play online.
 I also need a function that shows somekind of arrow on the HUD that 
 shows in the direction of another player.
 
 
 And I need a working collision system. And if I still have time a force 
 feedback system.
 
 Im willing to implement these things into flightgear and thought to 
 myself, that I could contribute to the project by adding them later to 
 the general cvs.
 
 
 Is this ok for you developers ? If you have tips about where and how to 
 implement these things, I`m open to suggestions.
 
 Cu, Floh
 
 
 
 
 


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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-05-02 Thread Gerhard Wesp
On Sat, May 01, 2004 at 09:15:09AM +0200, Mathias Fröhlich wrote:
 1. Have a callback function in FGInterface which is able to provide you a 
 terrain level and a surface normal for a given lat/lon pair.

I'd even suggest also giving linear and rotational velocities for the
surface polygon(s).  This will allow to model things like A/C carriers,
oil platforms moving and pitching in the sea.  And earthquakes, if
somebody cares :-)

Kind regards,
-Gerhard

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[Flightgear-devel] COLLISION DETECTION

2004-05-02 Thread marco . gugel
Hi,
sorry for my so late answer, but I can't connect to Internet every day!
My post has developed a very big discussion. Thanks to all!!

I'm going to see the hitlist.cxx file in the hitlist directory to learn
more about the actual situation. Anyway, to realize my truck driving simulator
I need a collision detection able to detect collision with the aircraft
on runways, with the buildings, with the terrain. I know that is not so
easy!! I have no experience in 3d programming now, the driving simulator
is an idea for my thesis at the university, but I have only few months (=6)
to spend about. With the previous post I have tried to understand if the
collision det implementation was a reasonable effort for me, in other words
if it was possible in this period of time!
But, as I can see, it seems to be very hard!!

Marco




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Re: [Flightgear-devel] COLLISION DETECTION

2004-05-02 Thread Frederic Bouvier
marco gugel wrote:

 Hi,
 sorry for my so late answer, but I can't connect to Internet every day!
 My post has developed a very big discussion. Thanks to all!!

 I'm going to see the hitlist.cxx file in the hitlist directory to learn
 more about the actual situation. Anyway, to realize my truck driving
simulator
 I need a collision detection able to detect collision with the aircraft
 on runways, with the buildings, with the terrain. I know that is not so
 easy!! I have no experience in 3d programming now, the driving simulator
 is an idea for my thesis at the university, but I have only few months
(=6)
 to spend about. With the previous post I have tried to understand if the
 collision det implementation was a reasonable effort for me, in other
words
 if it was possible in this period of time!
 But, as I can see, it seems to be very hard!!

For a complete collision detection, I would implement something in PLIB.
Plib is maintaining a bounding sphere for every leaf and branch in the
scenegraph tree, and it already uses bounding sphere intersection for
its culling test.

To see if 2 objects intersect, I would determine if the bounding sphere
of their top branch intersect. If not, end of work. If they intersect,
I would go down one level and examine the bounding spheres of their
components, and so on until either there is no intersection, or some
leaves of one object intersect with some of the other object. At the
lowest level, I will have to test the actual triangles instead of
spheres to have a real result. There will be a special traversal mask
to ignore some leaves that are in fact transparent to achieve
an effect that do not reflect a physical feature of the object ( for
example a cloud or a light halo ).

I don't know if it makes sense to you. Don't hesitate to ask.

Cheers,
-Fred



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Re: [Flightgear-devel] COLLISION DETECTION

2004-05-02 Thread Erik Hofman
Frederic Bouvier wrote:
marco gugel wrote:


Hi,
sorry for my so late answer, but I can't connect to Internet every day!
My post has developed a very big discussion. Thanks to all!!
I'm going to see the hitlist.cxx file in the hitlist directory to learn
more about the actual situation. Anyway, to realize my truck driving
simulator

I need a collision detection able to detect collision with the aircraft
on runways, with the buildings, with the terrain. I know that is not so
easy!! I have no experience in 3d programming now, the driving simulator
is an idea for my thesis at the university, but I have only few months
(=6)

to spend about. With the previous post I have tried to understand if the
collision det implementation was a reasonable effort for me, in other
words

if it was possible in this period of time!
But, as I can see, it seems to be very hard!!


For a complete collision detection, I would implement something in PLIB.
Plib is maintaining a bounding sphere for every leaf and branch in the
scenegraph tree, and it already uses bounding sphere intersection for
its culling test.
To see if 2 objects intersect, I would determine if the bounding sphere
of their top branch intersect. If not, end of work. If they intersect,
There might be one step in between here, which I have been thinking of a 
bit. It would be easy to implement a bounding cylinder (2d collision 
detection) and only if there is a hit go to the bounding sphere.
For me it looks like that approach would be much less costly as directly 
determining a bounding sphere.

Erik

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Re: [Flightgear-devel] COLLISION DETECTION

2004-05-02 Thread Ampere K. Hardraade
How about at a lower level, perform a sort of some sort and isolate polygons 
that face each other, put these polygons into an array, and then only 
perform intersection checks on the polygons in these arrays?

Regards,
Ampere

On May 2, 2004 12:41 pm, Erik Hofman wrote:
 There might be one step in between here, which I have been thinking of a
 bit. It would be easy to implement a bounding cylinder (2d collision
 detection) and only if there is a hit go to the bounding sphere.
 For me it looks like that approach would be much less costly as directly
 determining a bounding sphere.

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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-05-02 Thread Mathias Fröhlich
On Sonntag, 2. Mai 2004 01:18, Norman Vine wrote:
 Every thing you need, or perhaps I should say, everything FlightGear knows
 about the local scenery is contained in in the hitlist data structure.

 SRC / Scenery / hitlist.[ch]xx

 AFAIK The only doumentation is the code it self.
:)
Ok, will start digging there.
Thanks ...

Greetings

 Mathias

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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-05-02 Thread Mathias Fröhlich
On Sonntag, 2. Mai 2004 12:23, Gerhard Wesp wrote:
 On Sat, May 01, 2004 at 09:15:09AM +0200, Mathias Fröhlich wrote:
  1. Have a callback function in FGInterface which is able to provide you a
  terrain level and a surface normal for a given lat/lon pair.

 I'd even suggest also giving linear and rotational velocities for the
 surface polygon(s).  This will allow to model things like A/C carriers,
 oil platforms moving and pitching in the sea.  And earthquakes, if
 somebody cares :-)
Yep, you are right. At least the carrier stuff is interresting I think :)

   Greetings

  Mathias

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Re: [Flightgear-devel] COLLISION DETECTION

2004-05-02 Thread Andy Ross
Erik Hofman wrote:
 There might be one step in between here, which I have been thinking of
 a bit. It would be easy to implement a bounding cylinder (2d collision
 detection) and only if there is a hit go to the bounding sphere.  For
 me it looks like that approach would be much less costly as directly
 determining a bounding sphere.

The truly adventurous should note that the mostly 2D nature of the
problem lends itself nicely to a tree-based (quadtree or BSP)
hierarchical representation.  The coarse intersection of bounding
spheres should be the next level of refinement, finally followed by
testing of individual polygons.

Andy

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RE: [Flightgear-devel] COLLISION DETECTION

2004-05-02 Thread Norman Vine
Andy Ross writes:
 
 Erik Hofman wrote:
  There might be one step in between here, which I have been thinking of
  a bit. It would be easy to implement a bounding cylinder (2d collision
  detection) and only if there is a hit go to the bounding sphere.  For
  me it looks like that approach would be much less costly as directly
  determining a bounding sphere.
 
 The truly adventurous should note that the mostly 2D nature of the
 problem lends itself nicely to a tree-based (quadtree or BSP)
 hierarchical representation.  The coarse intersection of bounding
 spheres should be the next level of refinement, finally followed by
 testing of individual polygons.

Currently all sub elements of a flightgear scenery tile are loaded
in to a 'wide' graph.

ie 

   root

| |   |  | |  
Tile Node(s)
  |
  __
  |   |   |   |   |   |   |   |   |   |   |   |   |   |   |  |
Fan Nodes all at eaqual depth

And what IMO is needed for *fast* collision detection 
is a 'deeper' graph


  ROOT
  |

|   | |  | |
 Tile Node
 |
 QUAD TREE of Fan Nodes with 
  assosciated SSG bounding spheres

This could be implemented as a load time optimization
step

Cheers

Norman


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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-05-01 Thread Mathias Fröhlich
On Freitag, 30. April 2004 18:57, Andy Ross wrote:
 Erik Hofman wrote:
  Why do you think that collision detection is not implemented?  You
  can crash to the ground and to the buildings (maybe even other
  aircraft?), so there must be some logic behind this.

 Ground handling right now only uses a flat, horizontal ground plane at
 the MSL altitude of the aircraft coordinate origin.  This works fine
 for runways, but isn't good enough for ground vehicles.  This is the
 reason that you can't fly off the ski jump on the carrier without
 crashing, and why aircraft don't roll down hills.

 AFAIK all the FDMs share the same bug here.  What's needed is to
 intersect each gear strut against the local scenery independently, and
 have a per-gear ground plane.
Sadly, yes.

So what a FDM definitly needs to know is the terrain level, sea level and 
surface normal of an arbitrary given lat/lon pair (Most likely somewhere in 
the environment of the location of the aircraft).
An additional value which signals the ground type we have here would be good 
too, so you would need to hit the runway ...

I think we have three possible solutions from the FDM - Flightgear interface 
point of view.

1. Have a callback function in FGInterface which is able to provide you a 
terrain level and a surface normal for a given lat/lon pair.

2. On every update push *all* tiles in an environment of the aircraft to the 
FDM and leave it to the FDM to fiddle with that information.

3. Provide a callback function to query a surface tile for a given lat/lon 
pair.

I am not shure about the word 'surface tile' I do not know what this exactly 
means in Flightgear, especially I do not know if knowledge of surface tiles 
is sufficient to know if we roll on a runway or on grass ...

Pros and Cons IMO:
Method 1. is the easiest to use for a FDM programmer. But is definitly 
unusable for a netfdm based approach Curt Olsen shortly told about on 
jsbsim-devel (FDM = FlightGear interface).
Method 2. most likely either provides a too small environment to match the 
fdm's needs or continously pushes too much data which is never used.
This one and the next one would require some additional code in the FDM to 
directly gain the data the FDM is interessted in (terrain 
level/sealevel/surface normal/surface type).
Method 3. The most intelligent one I think, Just queries a new tile if it is 
really required for computations.

Method 1 and 3 can also be combined in the sense that the FDM just sees a 
solution like method 1, but the actual queries are done based on a FDM local 
tile cache. Using this I can imagine that it is still possible to do some 
netfdm based solution Curt Olsen told about shortly ...

Suggestions?
Someone with internal knowledge about Flightgear to help building such a 
beast? 

Greetings

   Mathias

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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-05-01 Thread Wolfram Kuss
On Sat, 1 May 2004 09:15:09 +0200, you wrote:

I think we have three possible solutions from the FDM - Flightgear interface 
point of view.

1. Have a callback function in FGInterface which is able to provide you a 
terrain level and a surface normal for a given lat/lon pair.

2. On every update push *all* tiles in an environment of the aircraft to the 
FDM and leave it to the FDM to fiddle with that information.

3. Provide a callback function to query a surface tile for a given lat/lon 
pair.

I am not sure I understand 3, so excuse me should I just reformulate
it:

4. There is one callback providing the level (altitude) for lat/lon.
(and no normal!). The FDM is free to call it three times and from the
three results create a normal, which does not need to coincide with
the normal of any terrain poly. Actually, the normal computation might
be part of flightgear (and not the FDM).


Greetings

   Mathias

Bye bye,
Wolfram.


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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-05-01 Thread Mathias Fröhlich
On Samstag, 1. Mai 2004 13:54, Wolfram Kuss wrote:
 On Sat, 1 May 2004 09:15:09 +0200, you wrote:
 I think we have three possible solutions from the FDM - Flightgear
  interface point of view.
 
 1. Have a callback function in FGInterface which is able to provide you a
 terrain level and a surface normal for a given lat/lon pair.
 
 2. On every update push *all* tiles in an environment of the aircraft to
  the FDM and leave it to the FDM to fiddle with that information.
 
 3. Provide a callback function to query a surface tile for a given lat/lon
 pair.

 I am not sure I understand 3, so excuse me should I just reformulate
 it:

 4. There is one callback providing the level (altitude) for lat/lon.
 (and no normal!). The FDM is free to call it three times and from the
 three results create a normal, which does not need to coincide with
 the normal of any terrain poly. Actually, the normal computation might
 be part of flightgear (and not the FDM).
I really meant to get a normal from flightgear.
But you will get some average normal by the method you told about. Also 
something to think about since it will make the normal steady dependent on 
the lat/lon pair. Definitly better for numerical computations ...

What this method 3 was meant to do is to minimize the callback traffic by 
having a FDM local tile cache and handling the actual queries to the 
elevation data and normals based on this cache.
This is motivated by
1. A mail of Curt Olsen where he asked if it would be possible to handle the 
FDM-Flightgear data exchange via something like a netfdm. But if the 
dataflow is squeezed through a socket, it is definitly better not to query 
for each lat/lon pair which is required by the FDM.
2. The fact that at least for every gear this query is done once a timestep 
and the code I prepare at the moment to get rid of this boring jitter needs 
to recompute the gear forces more then one time in a timestep. This will 
result in many such queries and thus these queries must be fast.

How this cache is built or how this data is available from within flightgear 
is someting I have not looked at.
So, can somone help me out with a short descripion how flightgears surface can 
be queried and what data such a query result holds? Or may be someone can 
point me to some documentation about that?

Greetings

   Mathias

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RE: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-05-01 Thread Norman Vine
Mathias Fröhlich writes:

 What this method 3 was meant to do is to minimize the callback traffic by
 having a FDM local tile cache and handling the actual queries to the
 elevation data and normals based on this cache.

 So, can somone help me out with a short descripion how flightgears surface can
 be queried and what data such a query result holds? Or may be someone can
 point me to some documentation about that?

Every thing you need, or perhaps I should say, everything FlightGear knows
about the local scenery is contained in in the hitlist data structure.

SRC / Scenery / hitlist.[ch]xx

AFAIK The only doumentation is the code it self.

Norman


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[Flightgear-devel] COLLISION DETECTION: possible or not?

2004-04-30 Thread marco . gugel
Hi,
as I told to Andy Ross I would like to implement a truck driving simulation
in FlightGear but my doubt regards the collision detection, which is not
implemented! It's only a week that I study FlightGear code and I have now
no idea if the collision detection is reasonably implementable or not and,
if yes, how.

I would appreciate your opinions.

Thanks,
Marco


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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-04-30 Thread Andy Ross
Marco Gugel wrote:
 as I told to Andy Ross I would like to implement a truck driving
 simulation in FlightGear but my doubt regards the collision detection,
 which is not implemented! It's only a week that I study FlightGear
 code and I have now no idea if the collision detection is reasonably
 implementable or not and, if yes, how.

Well, there's the catch: if someone knew how to do it well enough to
explain it to you completely, it would already have been done. :)

Yes.  There are definitely general-purpose polygon intersection
routines in FlightGear (see Scenery/hitlist.cxx).  But no: no one has
studied with them sufficiently to integrate them with the existing
FDMs.  Honestly, the only real way to do development on a software
project (any project) is to dive in and read code.  Our product is a
program, not a tool; there is no SDK for FlightGear. :)

And as regards your other question: yes, this is a difficult task.
The collision issue probably isn't so bad (although YASim is going to
have some performance issues to tackle: currently it can have dozens
of contact points per aircraft), but the non-slip gear model is just
plain hard.

Andy

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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-04-30 Thread Erik Hofman
[EMAIL PROTECTED] wrote:
Hi,
as I told to Andy Ross I would like to implement a truck driving simulation
in FlightGear but my doubt regards the collision detection, which is not
implemented! It's only a week that I study FlightGear code and I have now
no idea if the collision detection is reasonably implementable or not and,
if yes, how.
Why do you think that collision detection is not implemented?
You can crash to the ground and to the buildings (maybe even other 
aircraft?), so there must be some logic behind this.

What is it that you really want to do?

Erik

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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-04-30 Thread Andy Ross
Erik Hofman wrote:
 Why do you think that collision detection is not implemented?  You
 can crash to the ground and to the buildings (maybe even other
 aircraft?), so there must be some logic behind this.

Ground handling right now only uses a flat, horizontal ground plane at
the MSL altitude of the aircraft coordinate origin.  This works fine
for runways, but isn't good enough for ground vehicles.  This is the
reason that you can't fly off the ski jump on the carrier without
crashing, and why aircraft don't roll down hills.

AFAIK all the FDMs share the same bug here.  What's needed is to
intersect each gear strut against the local scenery independently, and
have a per-gear ground plane.

Andy

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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-04-30 Thread Jim Wilson
marco.gugel said:

 Hi,
 as I told to Andy Ross I would like to implement a truck driving simulation
 in FlightGear but my doubt regards the collision detection, which is not
 implemented! It's only a week that I study FlightGear code and I have now
 no idea if the collision detection is reasonably implementable or not and,
 if yes, how.
 
 I would appreciate your opinions.

That depends on how you define reasonably.  If you aren't familiar with 3D
programming then it might not be reasonable.  But it can be done.  Take a look
at the hitlist code in the Scenery directory to get an idea of what is being
tested now and how.  Currently we get a ground elevation value by running
intersection test of a perpendicular vector from the aircraft to the scenery
below (you can drill down from the ground elevation call in the main
loop--src/Main/main.cxx--if you prefer).

Such tests can be done in any direction you want,  and you don't need to do
the test in every direction every frame (the direction you are traveling in
might be most important :-)).  You can extrapolate results if you know the
shape and size of the object and or the shape and size of the vehicle (e.g.
you might know that if the center bumper is less than 0.5m away from a wall
the corner must have hit).  You can also do tests from multiple points on the
vehicle.  And you can zero in on objects of concern (test more often)
depending on their distance and the speed/direction of the vehicle.

The FDM's might be doing something roughly similar based on attitude of the
aircraft and the altitude above ground level only.  I don't think they have
enough detail to do what you describe.  You will need to build a subsystem to
do something like what I've described above.  AFAIK it does not yet exist.

Best,

Jim


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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-04-30 Thread Jon S Berndt
 Andy Ross [EMAIL PROTECTED] wrote:

Erik Hofman wrote:

Why do you think that collision detection is not implemented?  You
can crash to the ground and to the buildings (maybe even other
aircraft?), so there must be some logic behind this.

AFAIK all the FDMs share the same bug here.
it's a feature  :-P

We looked into this some time ago - IIRC Norman was involved in 
this, too. It would be really nice to do this, but of course we'd need 
to be able to somehow acquire an altitude location for each gear. This 
is probably no big deal to calculate, but then, too, you have to worry 
about boundaries and straddling.

Jon

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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-04-30 Thread Al West
On Friday 30 April 2004 17:50, Erik Hofman wrote:
 [EMAIL PROTECTED] wrote:
  Hi,
  as I told to Andy Ross I would like to implement a truck driving
  simulation in FlightGear but my doubt regards the collision detection,
  which is not implemented! It's only a week that I study FlightGear code
  and I have now no idea if the collision detection is reasonably
  implementable or not and, if yes, how.

 Why do you think that collision detection is not implemented?
 You can crash to the ground and to the buildings (maybe even other
 aircraft?), so there must be some logic behind this.

 What is it that you really want to do?


Is collision detection part of the model/dynamics set per aircraft? Just I've 
been flying through the buildings in San Fran all afternoon in the bo105.

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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-04-30 Thread Jim Wilson
Andy Ross said:

 Erik Hofman wrote:
  Why do you think that collision detection is not implemented?  You
  can crash to the ground and to the buildings (maybe even other
  aircraft?), so there must be some logic behind this.
 
 Ground handling right now only uses a flat, horizontal ground plane at
 the MSL altitude of the aircraft coordinate origin.  This works fine
 for runways, but isn't good enough for ground vehicles.  This is the
 reason that you can't fly off the ski jump on the carrier without
 crashing, and why aircraft don't roll down hills.
 
 AFAIK all the FDMs share the same bug here.  What's needed is to
 intersect each gear strut against the local scenery independently, and
 have a per-gear ground plane.

That wouldn't be difficult to do at all.  Modeling the fdm behavior on a slope
might be...I don't know.  But I think this poster is looking for other types
of collision detection,  not just the ground.

Best,

Jim


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Re: [Flightgear-devel] COLLISION DETECTION: possible or not?

2004-04-30 Thread Rick Ansell
On Fri, 30 Apr 2004 09:49:01 -0700
Andy Ross [EMAIL PROTECTED] wrote:

 Marco Gugel wrote:
  as I told to Andy Ross I would like to implement a truck driving
  simulation in FlightGear but my doubt regards the collision detection,
  which is not implemented! It's only a week that I study FlightGear
  code and I have now no idea if the collision detection is reasonably
  implementable or not and, if yes, how.

snip

 And as regards your other question: yes, this is a difficult task.
 The collision issue probably isn't so bad (although YASim is going to
 have some performance issues to tackle: currently it can have dozens
 of contact points per aircraft),

And then you have object models which use alpha transparency to get the polygon count 
down...

Rick

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Re: [Flightgear-devel] Collision Detection and PLIB

2003-06-13 Thread Arnt Karlsen
On Mon, 09 Jun 2003 23:50:57 -0600, 
Peter Holko [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Hello, (sorry in advance if I posted to the inappropriate mailing
 list)
 
  I am a senior project developer from Arianne MMORPG
  (http://sourceforge.net/projects/arianne/) and we are using PLIB for
  our 3D Client. 

..guys, is Arianne useable in networking FlightGear???

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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[Flightgear-devel] Collision Detection and PLIB

2003-06-09 Thread Peter Holko



Hello, (sorry in advance if I posted to the inappropriate mailing 
list)I am a senior project developer from Arianne MMORPG (http://sourceforge.net/projects/arianne/) 
and we are using PLIB for our 3D Client. I was wondering if and how 
you guys implemented collision detection forFlightgear using PLIB. 
We currently load .ssg models (converted to .ssg from .ase) and were looking 
into using some kinda of bounding shape collision detection (sphere, cube, 
planes). However, because PLIB seems to hide an alot of information 
after model loading from the user, we cannot see any practical way using PLIB to 
implement a cd system.We aren't looking for anything complex, just 
simple and that works. If you could please help us that would be 
great. I can be reached at [EMAIL PROTECTED] or if you wish to visit our IRC 
channel at irc.freenode.net #Arianne . Thank you very much for your 
time. Peter Holko (aka Anarki)
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