RE: [Flightgear-devel] c310 origin

2002-12-15 Thread Jim Wilson
Jon Berndt <[EMAIL PROTECTED]> said:

> I have seen posts to the effect that there IS a problem with properly
> communicating the origin, and that this problem deals with rotating the 3D
> model as specified by the FDM Euler angles, but NOT accounting for the
> fact that the FDM assumes rotation about the CG, and the 3D model rotates
> about a different point, such that the CG moves improperly and perhaps
> puts the gear underground or something. Is this correct?

Jon,

Thought I should go back to this question to clarify why I don't see a problem.

A couple of geometric assumptions:

1) Roll, Pitch, and Heading are always the same for every position on the
aircraft.  It'll be the same at the variable CG as it is at a fixed point on
the nose.

2) The position of the aircraft is always reported at the same location.  In 
otherwords Lon/Lat/Alt is always reported from a fixed location on the airframe.

If those two are true then there should never be a problem.

The primarily effect of longitudinal CG movement will be on the reported Alt
(Altitude) of the aircraft.   For example if the CG moves toward the back and
the Altitude is reported at the nose of the aircraft,  then one degree of
pitch change will have a greater effect on the change of altitude at the nose.

Movement of the CG will also affect the reported lon/lat of the aircraft,
including lateral movement.  So all we need to do is rotate the 3D model at
the same location as the lon/lat/alt is reported and we should be reasonably
correct.  Close enough to be visually correct.

This could be a good argument for reporting position data at the nose, far
away from CG:  Greater precision for reflecting the CG variation effect.

Best,

Jim

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RE: [Flightgear-devel] c310 origin

2002-12-14 Thread Jim Wilson
Jon Berndt <[EMAIL PROTECTED]> said:

> I don't really think that the CG (or anything like it) should have
> anything to do with a common reference point. I think it should be
> something you can readily see. The nose/prop hub tip is about as
> unambiguous as it gets. Due to the nature of defining the flight dynamic
> model, and the nature of defining the 3D model - both people will know
> where nose/prop hub are located.

Documenting a distance back from the nose for each aircraft would work fine. 
 Whoever does the first flightmodel gets to pick the spot.  The standard
doesn't have to be all that unambiguous.  Using the nose standard you've got
3D modelers deciding where on the airframe the aircraft should appear to
rotate... which... umm... I guess is ok :-)
 
> A question: is all the rotational/translation stuff figured out so that if
> a pilot eyepoint is defined that the view will be properly rendered with
> that in mind - even when the CG is askew because of fuel burnoff?

If the fuel burnoff is refelected in the reporting of position and orientation
by the FDM then the answer is yes.  I would assume that would be the case :-)

The chase view is really the only place we get screwed up if the origin isn't
back on the wing.  It looks funny.  Not wrong, just funny.  And it's kind of
nice if the 3D model is in the middle of the screen instead of off to one side.

Best,

Jim

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RE: [Flightgear-devel] c310 origin

2002-12-14 Thread Jon Berndt
> Yes, I knew this would sound a little complicated with swept,delta,body
wing
> aircraft.  But making it the nose really just puts the decision on to
the 3D
> Modeler where to some degree the flight model designer could have a
better
> idea.  Isn't there some way of deriving an average or nominal c.g. that
we
> could just lock in as the fixed point?

I don't really think that the CG (or anything like it) should have
anything to do with a common reference point. I think it should be
something you can readily see. The nose/prop hub tip is about as
unambiguous as it gets. Due to the nature of defining the flight dynamic
model, and the nature of defining the 3D model - both people will know
where nose/prop hub are located.

A question: is all the rotational/translation stuff figured out so that if
a pilot eyepoint is defined that the view will be properly rendered with
that in mind - even when the CG is askew because of fuel burnoff?

Jon



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RE: [Flightgear-devel] c310 origin

2002-12-14 Thread Jim Wilson
Jon Berndt <[EMAIL PROTECTED]> said:

> It's neither impractical nor complex. FWIW, there really is a standard
> already out there, and we use it. That is, the structural frame, as I have
> outlined before. The only problem I see is that the FDM and the 3D model
> rendering code need to have a static common point of reference - that's
> why I mentioned the farthest point forward, such as the nose or prop hub.
> Using the wing leading edge is unsatisfactory: think of the F-16, or the
> space shuttle. What do you use in those cases? In the case of the X-15, do
> you use the point where the wing meets the fuselage as the "leading edge"
> or the point where the leading edge would intersect the centerline? The
> nose tip or prop hub is unmistakable. We would report this position to
> FlightGear and you would then have intimate knowledge of what to rotate
> about.

Yes, I knew this would sound a little complicated with swept,delta,body wing
aircraft.  But making it the nose really just puts the decision on to the 3D
Modeler where to some degree the flight model designer could have a better
idea.  Isn't there some way of deriving an average or nominal c.g. that we
could just lock in as the fixed point?

Best,

Jim

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RE: [Flightgear-devel] c310 origin

2002-12-14 Thread Jon Berndt
> Really we just need the FDMs to agree on something.  Or maybe
> not...maybe the
> idea of sharing 3DModel configs between FDMs (c310-jsbsim,
> c310-yasim pointing
> to the same model.xml) is impratical or too complex?  Certainly if one
FDM
> models gear compression and the other doesn't, that is an issue
> when it comes
> to configuring the 3d model.

It's neither impractical nor complex. FWIW, there really is a standard
already out there, and we use it. That is, the structural frame, as I have
outlined before. The only problem I see is that the FDM and the 3D model
rendering code need to have a static common point of reference - that's
why I mentioned the farthest point forward, such as the nose or prop hub.
Using the wing leading edge is unsatisfactory: think of the F-16, or the
space shuttle. What do you use in those cases? In the case of the X-15, do
you use the point where the wing meets the fuselage as the "leading edge"
or the point where the leading edge would intersect the centerline? The
nose tip or prop hub is unmistakable. We would report this position to
FlightGear and you would then have intimate knowledge of what to rotate
about.



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RE: [Flightgear-devel] c310 origin

2002-12-14 Thread Jim Wilson
Jon Berndt <[EMAIL PROTECTED]> said:

> Tony wrote:
> 
> > Are we sure we want to put the 3D model origin to cg offsets in the FDM
> > config file.  IIRC, having multiple 3D models for any one aero model is
> > pretty standard fare in the MSFS world.
> 
> The only thing we'd do different in JSBSim is to say where the nose/prop
> tip is. This would give a *known* common reference point between the two -
> and something that does not move over time as fuel is burned off.
> 
> The question is: is this what the 3D modeler guys are looking for?

That would work and would need to be different for various models of the c310
since the nose length varies.  It would be easiest if the fdm simply reported
the lon/lat/alt at the point on the same longitudinal axis as the nose/proptip
but back where the leading edge of the wing was.

Best,

Jim

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RE: [Flightgear-devel] c310 origin

2002-12-14 Thread Jim Wilson
Jon Berndt <[EMAIL PROTECTED]> said:

> > IMHO it'd make the most sense to put the offset (from the nose or
> > tail) to the
> > 3D model origin location into the FDM's aircraft config xml file.   This
> > location should be on the leading edge of the wings and z axis
> > centered on the
> > nose as described above.  The 3D modeler's could refer to that data for
> > getting the model right,  and the fdm should simply report lon/lat/alt
> at
> > *that* location.   This is how the YASim 747 currently works and
> > it seems fine.
> 
> 
> Maybe I am off=base on this, or misunderstanding the problem, but in my
> previous experience with 3D modeling and IRIXGL some years ago one had to
> be careful where the origin of the 3D model was, and the order of
> rotation/translation. This is what I interpret your concern to be about.

Nope.  We've got that covered.  What I'd like to see is the reported position
data (lon/lat/alt) be at a location in the aircraft which lines up with the
leading edge of the wing and on the longitudinal axis.  For example, the light
grey lines in this image more or less illustrate the kind of location
(although this example is maybe slightly aft):
http://www.spiderbark.com/fgfs/u3aorigin.png

That really could be developed as a standard, and specified in the terms you
suggest.  However, we can translate any origin you choose.  That one just
seemed to be the easiest as it'll work for the current rendering code without
incorporating new offsets.

Really we just need the FDMs to agree on something.  Or maybe not...maybe the
idea of sharing 3DModel configs between FDMs (c310-jsbsim, c310-yasim pointing
to the same model.xml) is impratical or too complex?  Certainly if one FDM
models gear compression and the other doesn't, that is an issue when it comes
to configuring the 3d model.

Best,

Jim

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RE: [Flightgear-devel] c310 origin

2002-12-14 Thread Jon Berndt
Tony wrote:

> Are we sure we want to put the 3D model origin to cg offsets in the FDM
> config file.  IIRC, having multiple 3D models for any one aero model is
> pretty standard fare in the MSFS world.

The only thing we'd do different in JSBSim is to say where the nose/prop
tip is. This would give a *known* common reference point between the two -
and something that does not move over time as fuel is burned off.

The question is: is this what the 3D modeler guys are looking for?

Jon



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Re: [Flightgear-devel] c310 origin

2002-12-14 Thread Norman Vine
Jim Wilson writes:

> Norman Vine <[EMAIL PROTECTED]> said:
> 
> > In your example you may not see the error but .
> 
> What I meant was that offseting to the varible center of gravity wouldn't be
> visible either outside or inside the aircraft.  The FDM already provides the
> attitude effects, it is the change in axes that wouldn't be noticable. 
> Actually you know if we did offset the camera and model to center of gravity
> it could have a very minor negative effect.  Assuming that some day we have a
> dialog to configure payload,  we'll see the 3D model shift back and forth on
> the tarmac as we add fuel, passengers and luggage and the 3D origin changes :-)

OK but when in tet to be implemented external 'flier  mode'  similar to the 
existing static external view, which should be tied to the Model Origin, you 
should see the difference in the effects of a rotation of the plane when the plane's 
Center of Gravity moves
 
> The question is this:  If the FDM's agree to use the nose as the origin, 
> we'll have an offset to the 3D model's origin, right?   

Yes but we don't care where it is as long as Model explicitly states where
it is in reference to the 'bounding sphere' or 'bounding box' of the model

> Where would we put the
> setting so that it was available to both the model and the viewer,  defined
> per aircraft type?

in the Model-set.xml file, this way a FDM may be used by more then one model

 
> IMHO it'd make the most sense to put the offset (from the nose or tail) to the
> 3D model origin location into the FDM's aircraft config xml file.   This
> location should be on the leading edge of the wings and z axis centered on the
> nose as described above.  The 3D modeler's could refer to that data for
> getting the model right,  and the fdm should simply report lon/lat/alt at
> *that* location.   This is how the YASim 747 currently works and it seems fine.

If we use a position relative to a 'bounding shape' then this can actually be 
determined at run time

Norman

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RE: [Flightgear-devel] c310 origin

2002-12-14 Thread Tony Peden
On Sat, 2002-12-14 at 07:26, Jon Berndt wrote:
> > IMHO it'd make the most sense to put the offset (from the nose or
> > tail) to the
> > 3D model origin location into the FDM's aircraft config xml file.   This
> > location should be on the leading edge of the wings and z axis
> > centered on the
> > nose as described above.  The 3D modeler's could refer to that data for
> > getting the model right,  and the fdm should simply report lon/lat/alt
> at
> > *that* location.   This is how the YASim 747 currently works and
> > it seems fine.
> 
> 
> Maybe I am off=base on this, or misunderstanding the problem, but in my
> previous experience with 3D modeling and IRIXGL some years ago one had to
> be careful where the origin of the 3D model was, and the order of
> rotation/translation. This is what I interpret your concern to be about.
> In the past day or two Tony, David, Andy, and myself have moved close (I
> think) to what the FDM can do to help 3D modelers place the model
> properly. If we can come up with a standard reference frame for the an
> aircraft model (insofar as it deals with the FDM), would this help? And
> since the CG can move during flight, we need a way to have a common
> "anchored" reference point for both 3D modelers and FDMs. The suggested
> standard reference frame for FDMs is:
> 
> ===
> X positive out the tail
> Y positive out the right side
> Z positive to complete the system, upward
> origin as desired or as specified in the manufacturers structural frame,
> or whatever ... but:
> KEY: The farthest forward point on the aircraft, i.e. nose, or prop hub,
> must be specified in the FDM config file, so the relationship between the
> FDM origin and 3D model origin can be obtained.
> Also, all measurements are in inches.
> ===
> 
> I have seen posts to the effect that there IS a problem with properly
> communicating the origin, and that this problem deals with rotating the 3D
> model as specified by the FDM Euler angles, but NOT accounting for the
> fact that the FDM assumes rotation about the CG, and the 3D model rotates
> about a different point, such that the CG moves improperly and perhaps
> puts the gear underground or something. Is this correct?

Are we sure we want to put the 3D model origin to cg offsets in the FDM
config file.  IIRC, having multiple 3D models for any one aero model is
pretty standard fare in the MSFS world.
 
> 
> Jon
-- 
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RE: [Flightgear-devel] c310 origin

2002-12-14 Thread Jon Berndt
> IMHO it'd make the most sense to put the offset (from the nose or
> tail) to the
> 3D model origin location into the FDM's aircraft config xml file.   This
> location should be on the leading edge of the wings and z axis
> centered on the
> nose as described above.  The 3D modeler's could refer to that data for
> getting the model right,  and the fdm should simply report lon/lat/alt
at
> *that* location.   This is how the YASim 747 currently works and
> it seems fine.


Maybe I am off=base on this, or misunderstanding the problem, but in my
previous experience with 3D modeling and IRIXGL some years ago one had to
be careful where the origin of the 3D model was, and the order of
rotation/translation. This is what I interpret your concern to be about.
In the past day or two Tony, David, Andy, and myself have moved close (I
think) to what the FDM can do to help 3D modelers place the model
properly. If we can come up with a standard reference frame for the an
aircraft model (insofar as it deals with the FDM), would this help? And
since the CG can move during flight, we need a way to have a common
"anchored" reference point for both 3D modelers and FDMs. The suggested
standard reference frame for FDMs is:

===
X positive out the tail
Y positive out the right side
Z positive to complete the system, upward
origin as desired or as specified in the manufacturers structural frame,
or whatever ... but:
KEY: The farthest forward point on the aircraft, i.e. nose, or prop hub,
must be specified in the FDM config file, so the relationship between the
FDM origin and 3D model origin can be obtained.
Also, all measurements are in inches.
===

I have seen posts to the effect that there IS a problem with properly
communicating the origin, and that this problem deals with rotating the 3D
model as specified by the FDM Euler angles, but NOT accounting for the
fact that the FDM assumes rotation about the CG, and the 3D model rotates
about a different point, such that the CG moves improperly and perhaps
puts the gear underground or something. Is this correct?

Jon



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Re: [Flightgear-devel] c310 origin

2002-12-14 Thread Jim Wilson
Norman Vine <[EMAIL PROTECTED]> said:

> In your example you may not see the error but .

What I meant was that offseting to the varible center of gravity wouldn't be
visible either outside or inside the aircraft.  The FDM already provides the
attitude effects, it is the change in axes that wouldn't be noticable. 
Actually you know if we did offset the camera and model to center of gravity
it could have a very minor negative effect.  Assuming that some day we have a
dialog to configure payload,  we'll see the 3D model shift back and forth on
the tarmac as we add fuel, passengers and luggage and the 3D origin changes :-)
 
> You certainly want to offset the camera to its real location
> if you ever want to be able to move your head inside of the cockpit

That works already.

> It really is no big deal to do this just one translate per iteration of the
> main loop, and once implemented it will just work for all view modes

Thats right.  We just need to vector to the offset location and come up with
the adjusted lon/lat/alt at that location.  I just think that 3D model origin
should be a fixed location with the x axis at the leading edge of the wing and
the z axis going through the nose.

The question is this:  If the FDM's agree to use the nose as the origin, 
we'll have an offset to the 3D model's origin, right?   Where would we put the
setting so that it was available to both the model and the viewer,  defined
per aircraft type?

IMHO it'd make the most sense to put the offset (from the nose or tail) to the
3D model origin location into the FDM's aircraft config xml file.   This
location should be on the leading edge of the wings and z axis centered on the
nose as described above.  The 3D modeler's could refer to that data for
getting the model right,  and the fdm should simply report lon/lat/alt at
*that* location.   This is how the YASim 747 currently works and it seems fine.

Best,

Jim

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Re: [Flightgear-devel] c310 origin

2002-12-14 Thread Erik Hofman
David Megginson wrote:


OK, finally I understand the problem.  What we need to do, then, is
apply the euler angles to the CG rather than the origin when rotating
the 3D model.  We need only two steps:

1. have the FDMs report the current CG relative to the origin (if they
  don't already); and 

2. add a couple of transforms to acmodel.cxx so that we use the CG as
   the centre of rotation.

This will be especially nice for modelling out-of-balance situations
(like 500lb of baggage in the back of a 172) -- everything will come
out looking right.  It will also be valuable for aircraft that have
massive balance shifts, like a military aircraft dropping ordnance.  I
don't expect that this will be a big job.  What does everyone else
think?

Ultimately we can ask the aero designers to add just *one* other 
location, being the (pre defined) 3D model location of origin.

This takes the weight off of the 3D designers and places it where it 
belongs, at the back of the aero designes.

The 3D model location of origin should be available *inside* the aero 
config file, but should be propagated to FlightGear.

(All, if you ask me).

Erik


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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Norman Vine
Jim Wilson writes:
>
> This same effect is less or more depending on exactly where the "origin" is. 
> We could eliminate it by offseting the lon/lat/alt and roll/pitch/hdg to the
> current center of gravity for the camera,  but that isn't necessary.  It'll
> look good enough (you can't visually see the error) if the origin is just
> placed in a reasonable approximate location.

In your example you may not see the error but .

You certainly want to offset the camera to its real location
if you ever want to be able to move your head inside of the cockpit

It really is no big deal to do this just one translate per iteration of the
main loop, and once implemented it will just work for all view modes

norman


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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Jon S Berndt
On 13 Dec 2002 15:22:38 -0800
 Tony Peden <[EMAIL PROTECTED]> wrote:


What I'm proposing is that we don't have to agree to use 
the same point.
We just need to provide a way to correct for the 
difference.

Ah, yes. We will need to provide another point - location 
of nose tip (or whatever). In inches. X axis positive 
toward the tail.

Jon

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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Norman Vine
Tony Peden writes:

> On Fri, 2002-12-13 at 12:40, Jon S Berndt 

> > >I think it's pretty clear that we aren't going to agree on one
> > >coordinate system to use.  
> > >
> > >Aside from that, agreeing on one takes away the freedom to choose a
> > >location that makes sense for the aircraft you are working on (for both
> > >the FDM and 3D modeling). 
> > 
> > I may not have made myself clear. I'd personally like to 
> > use structural frame. However, that's not always 
> > available, so we have to come up with something. We really 
> > only care about distances, anyhow, not so much exact 
> > locations. So, if we agree upon a convention (origin at 
> > the nose tip, normally), then we can simply report the CG 
> > location in that system and the Euler angles and the model 
> > comes out looking fine. So, I think we can agree on 
> > something.
> 
> What I'm proposing is that we don't have to agree to use the same point.
> We just need to provide a way to correct for the difference.

Here Here !!!

Norman

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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Tony Peden
On Fri, 2002-12-13 at 12:40, Jon S Berndt wrote:
> On Fri, 13 Dec 2002 12:09:34 -0800 (PST)
>   Tony Peden <[EMAIL PROTECTED]> wrote:
> 
> >I think it's pretty clear that we aren't going to agree on one
> >coordinate system to use.  
> >
> >Aside from that, agreeing on one takes away the freedom to choose a
> >location that makes sense for the aircraft you are working on (for both
> >the FDM and 3D modeling). 
> 
> I may not have made myself clear. I'd personally like to 
> use structural frame. However, that's not always 
> available, so we have to come up with something. We really 
> only care about distances, anyhow, not so much exact 
> locations. So, if we agree upon a convention (origin at 
> the nose tip, normally), then we can simply report the CG 
> location in that system and the Euler angles and the model 
> comes out looking fine. So, I think we can agree on 
> something.

What I'm proposing is that we don't have to agree to use the same point.
We just need to provide a way to correct for the difference.

> 
> Jon
> 
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RE: [Flightgear-devel] c310 origin

2002-12-13 Thread Jim Wilson
David Megginson <[EMAIL PROTECTED]> said:

> Jim Wilson writes:
> 
>  > Actually, no, well yes this is a good idea.  But I don't think it is
>  > necessary.  AFAIK the model rotates correctly already.
> 
> The FDMs give us lon/lat/alt and roll/pitch/hdg.  FlightGear then has
> to apply transformations to make the model appear in the right place
> and with the right orientation.  After reading your posting, I'm
> trying to remember how, exactly, we do that -- I'm willing to be that
> we just rotate the model around the origin by the roll, pitch, and
> heading.  That means that the view from inside will be wrong as well,
> especially in a big plane.
> 

Those position and orientation values are used to transform and rotate the
camera.  Here is a detailed description of what happens...extreme example (I'm
thinking I did this once before :-)):

1) You are in chase view looking at the aircraft in flight from the side, a
profile view.

2) The "origin" is set to the nose of the aircraft.

3) The aircraft model itself already rotates correctly about its c.g. even
with the origin at the nose.

4) When you pitch down, the nose decreases in altitude by anywhere from a half
to several meters depending on the aircraft and the degree of pitch down.

5) Since the camera is tied to the origin it always decreases in altitude
equal to the nose.

6) This has the effect of making it look like the nose is stationary and the
rest of the plane is wagging behind it (like a dog's tail).

This same effect is less or more depending on exactly where the "origin" is. 
We could eliminate it by offseting the lon/lat/alt and roll/pitch/hdg to the
current center of gravity for the camera,  but that isn't necessary.  It'll
look good enough (you can't visually see the error) if the origin is just
placed in a reasonable approximate location.

Best,

Jim

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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Norman Vine
David Megginson writes:

> Jim Wilson writes:
> 
>  > Actually, no, well yes this is a good idea.  But I don't think it is
>  > necessary.  AFAIK the model rotates correctly already.
> 
> The FDMs give us lon/lat/alt and roll/pitch/hdg.  FlightGear then has
> to apply transformations to make the model appear in the right place
> and with the right orientation.  After reading your posting, I'm
> trying to remember how, exactly, we do that -- I'm willing to be that
> we just rotate the model around the origin by the roll, pitch, and
> heading. 

Yup that's how its done once we have reestablished a Geocentric
Cartesian Coordinate System and 'rolled' in our Local Tangent Space
transformed so as to honor Andy's favorite our 'current scenery's tile center' 
based OpenGL space

Cheers

Norman

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RE: [Flightgear-devel] c310 origin

2002-12-13 Thread David Megginson
Tony Peden writes:

 > Since this makes the 3D modeler's choice independent of the FDM
 > modeler's choice, it seems the most sensible to me.  

That wasn't my intention -- you'd still need the same origin for this
to work.  It's just a way for the 3D engine to know what point to
pivot the model around when applying the Euler angles.


All the best,


David

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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Jon S Berndt
On Fri, 13 Dec 2002 14:56:39 -0500
 David Megginson <[EMAIL PROTECTED]> wrote:

Jim Wilson writes:

 > Actually, no, well yes this is a good idea.  But I don't think it is
 > necessary.  AFAIK the model rotates correctly already.


If you are rotating the model in the same order as the 
FDM, then the *orientation* _will_ be correct, yes. 
However, if you rotate about the nose, the CG will 
translate. If you rotate about the CG, then you would be 
correct. The FDMs rotate the aircraft about the CG. You 
must translate the origin of the vehicle to the current CG 
and THEN rotate the vehicle in the same order the FDMs do.

Jon


The FDMs give us lon/lat/alt and roll/pitch/hdg. 
FlightGear then has
to apply transformations to make the model appear in the 
right place
and with the right orientation.  After reading your 
posting, I'm
trying to remember how, exactly, we do that -- I'm 
willing to be that
we just rotate the model around the origin by the roll, 
pitch, and
heading.  That means that the view from inside will be 
wrong as well,
especially in a big plane.

The orientation should be correct, but the placement of 
the CG would be wrong, as I outlined above.

Jon

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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Jon S Berndt
On Fri, 13 Dec 2002 12:09:34 -0800 (PST)
 Tony Peden <[EMAIL PROTECTED]> wrote:


I think it's pretty clear that we aren't going to agree on one
coordinate system to use.  

Aside from that, agreeing on one takes away the freedom to choose a
location that makes sense for the aircraft you are working on (for both
the FDM and 3D modeling). 

I may not have made myself clear. I'd personally like to 
use structural frame. However, that's not always 
available, so we have to come up with something. We really 
only care about distances, anyhow, not so much exact 
locations. So, if we agree upon a convention (origin at 
the nose tip, normally), then we can simply report the CG 
location in that system and the Euler angles and the model 
comes out looking fine. So, I think we can agree on 
something.

Jon

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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Tony Peden

--- Norman Vine <[EMAIL PROTECTED]> wrote:
> David Megginson writes:
> 
> > Jim Wilson writes:
> > 
> >  > 2). On a fixed wing aircraft, if origin is anywhere but between
> the
> >  > wings the external model views that follow along with the
> aircraft
> >  > (e.g. chase view) will not look correct.  The camera is tied to
> the
> >  > origin.  If the origin is at the nose or tail then the plane
> >  > "looks" like it's wagging when it pitches.  And if the origin is
> >  > too high or too low again the model can "appear" to be swinging
> >  > like a pendulum or sliding when it should simply be rolling.
> > 
> > OK, finally I understand the problem.  What we need to do, then, is
> > apply the euler angles to the CG rather than the origin when
> rotating
> > the 3D model.  We need only two steps:
> > 
> > 1. have the FDMs report the current CG relative to the origin (if
> they
> >   don't already); and 
> > 
> > 2. add a couple of transforms to acmodel.cxx so that we use the CG
> as
> >the centre of rotation.
> 
> This is exactly why there was, and I think still is,  a 
> cg == center of geometry 
>   and a
> CG == Center of Gravity 
> 
> Both are needed and both are 'aptly' named
> 
> Can we decide which one gets the UPPER CASE 
> once and for all now ?

No matter the case, cg will always be center of gravity to me ...

> 
> Norman
> 
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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Tony Peden

--- Jon S Berndt <[EMAIL PROTECTED]> wrote:
> On Fri, 13 Dec 2002 13:45:11 -0500
>   David Megginson <[EMAIL PROTECTED]> wrote:
> 
> >OK, finally I understand the problem.  What we need to do, then, is
> >apply the euler angles to the CG rather than the origin when
> rotating
> >the 3D model.  We need only two steps:
> >
> >1. have the FDMs report the current CG relative to the origin (if
> they
> >   don't already); and 
> 
> Isn't this the way it used to work? Or, how does it work, 
> now? I think we track the initial CG, as well as the 
> current CG.
> 
> >2. add a couple of transforms to acmodel.cxx so that we 
> >   use the CG as the centre of rotation.
> >
> >This will be especially nice for modelling out-of-balance situations
> >(like 500lb of baggage in the back of a 172) -- everything will come
> >out looking right.  It will also be valuable for aircraft that have
> >massive balance shifts, like a military aircraft dropping ordnance. 
> I
> >don't expect that this will be a big job.  What does everyone else
> >think?
> 
> Of course, the best way *is* to use the same origin for 
> the FDM and the 3D model. If we all agree on an "FDM 
> Frame", then we'll all know where the CG is if we report 
> that number based on the FDM frame (and by FDM frame I 
> mean the nose-tip thing we've been talking about). Euler 
> angles from the FDM should be able to be used directly by 
> the model rendering code I would think, instead of having 
> to do rotations *and* translations for the 3D model if we 
> have different frames of reference.

I think it's pretty clear that we aren't going to agree on one
coordinate system to use.  

Aside from that, agreeing on one takes away the freedom to choose a
location that makes sense for the aircraft you are working on (for both
the FDM and 3D modeling). 


> 
> Jon
> 
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RE: [Flightgear-devel] c310 origin

2002-12-13 Thread Tony Peden

--- David Megginson <[EMAIL PROTECTED]> wrote:
> Jim Wilson writes:
> 
>  > 2). On a fixed wing aircraft, if origin is anywhere but between
> the
>  > wings the external model views that follow along with the aircraft
>  > (e.g. chase view) will not look correct.  The camera is tied to
> the
>  > origin.  If the origin is at the nose or tail then the plane
>  > "looks" like it's wagging when it pitches.  And if the origin is
>  > too high or too low again the model can "appear" to be swinging
>  > like a pendulum or sliding when it should simply be rolling.
> 
> OK, finally I understand the problem.  What we need to do, then, is
> apply the euler angles to the CG rather than the origin when rotating
> the 3D model.  We need only two steps:
> 
> 1. have the FDMs report the current CG relative to the origin (if
> they
>   don't already); and 
> 
> 2. add a couple of transforms to acmodel.cxx so that we use the CG as
>the centre of rotation.
> 
> This will be especially nice for modelling out-of-balance situations
> (like 500lb of baggage in the back of a 172) -- everything will come
> out looking right.  It will also be valuable for aircraft that have
> massive balance shifts, like a military aircraft dropping ordnance. 
> I
> don't expect that this will be a big job.  What does everyone else
> think?
> 

Since this makes the 3D modeler's choice independent of the FDM
modeler's choice, it seems the most sensible to me.  

> 
> All the best,
> 
> 
> David
> 
> -- 
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> 
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RE: [Flightgear-devel] c310 origin

2002-12-13 Thread David Megginson
Jim Wilson writes:

 > Actually, no, well yes this is a good idea.  But I don't think it is
 > necessary.  AFAIK the model rotates correctly already.

The FDMs give us lon/lat/alt and roll/pitch/hdg.  FlightGear then has
to apply transformations to make the model appear in the right place
and with the right orientation.  After reading your posting, I'm
trying to remember how, exactly, we do that -- I'm willing to be that
we just rotate the model around the origin by the roll, pitch, and
heading.  That means that the view from inside will be wrong as well,
especially in a big plane.


All the best,


David

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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Jon S Berndt
On Fri, 13 Dec 2002 13:45:11 -0500
 David Megginson <[EMAIL PROTECTED]> wrote:


OK, finally I understand the problem.  What we need to do, then, is
apply the euler angles to the CG rather than the origin when rotating
the 3D model.  We need only two steps:

1. have the FDMs report the current CG relative to the origin (if they
  don't already); and 

Isn't this the way it used to work? Or, how does it work, 
now? I think we track the initial CG, as well as the 
current CG.

2. add a couple of transforms to acmodel.cxx so that we 
  use the CG as the centre of rotation.

This will be especially nice for modelling out-of-balance situations
(like 500lb of baggage in the back of a 172) -- everything will come
out looking right.  It will also be valuable for aircraft that have
massive balance shifts, like a military aircraft dropping ordnance.  I
don't expect that this will be a big job.  What does everyone else
think?

Of course, the best way *is* to use the same origin for 
the FDM and the 3D model. If we all agree on an "FDM 
Frame", then we'll all know where the CG is if we report 
that number based on the FDM frame (and by FDM frame I 
mean the nose-tip thing we've been talking about). Euler 
angles from the FDM should be able to be used directly by 
the model rendering code I would think, instead of having 
to do rotations *and* translations for the 3D model if we 
have different frames of reference.

Jon

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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Norman Vine
David Megginson writes:

> Jim Wilson writes:
> 
>  > 2). On a fixed wing aircraft, if origin is anywhere but between the
>  > wings the external model views that follow along with the aircraft
>  > (e.g. chase view) will not look correct.  The camera is tied to the
>  > origin.  If the origin is at the nose or tail then the plane
>  > "looks" like it's wagging when it pitches.  And if the origin is
>  > too high or too low again the model can "appear" to be swinging
>  > like a pendulum or sliding when it should simply be rolling.
> 
> OK, finally I understand the problem.  What we need to do, then, is
> apply the euler angles to the CG rather than the origin when rotating
> the 3D model.  We need only two steps:
> 
> 1. have the FDMs report the current CG relative to the origin (if they
>   don't already); and 
> 
> 2. add a couple of transforms to acmodel.cxx so that we use the CG as
>the centre of rotation.

This is exactly why there was, and I think still is,  a 
cg == center of geometry 
  and a
CG == Center of Gravity 

Both are needed and both are 'aptly' named

Can we decide which one gets the UPPER CASE 
once and for all now ?

Norman


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RE: [Flightgear-devel] c310 origin

2002-12-13 Thread Jim Wilson
David Megginson <[EMAIL PROTECTED]> said:

> Jim Wilson writes:
> 
>  > 2). On a fixed wing aircraft, if origin is anywhere but between the
>  > wings the external model views that follow along with the aircraft
>  > (e.g. chase view) will not look correct.  The camera is tied to the
>  > origin.  If the origin is at the nose or tail then the plane
>  > "looks" like it's wagging when it pitches.  And if the origin is
>  > too high or too low again the model can "appear" to be swinging
>  > like a pendulum or sliding when it should simply be rolling.
> 
> OK, finally I understand the problem.  What we need to do, then, is
> apply the euler angles to the CG rather than the origin when rotating
> the 3D model.  We need only two steps:
> 
> 1. have the FDMs report the current CG relative to the origin (if they
>   don't already); and 
> 
> 2. add a couple of transforms to acmodel.cxx so that we use the CG as
>the centre of rotation.
> 
> This will be especially nice for modelling out-of-balance situations
> (like 500lb of baggage in the back of a 172) -- everything will come
> out looking right.  It will also be valuable for aircraft that have
> massive balance shifts, like a military aircraft dropping ordnance.  I
> don't expect that this will be a big job.  What does everyone else
> think?


Actually, no, well yes this is a good idea.  But I don't think it is
necessary.  AFAIK the model rotates correctly already.  But with the camera
tied to the origin as it is in the chase views, you can get the "appearance"
that the model is not rotating correctly.  You could tie the camera to the CG
offset,  but really I don't think it will be noticable for the added effort
and math.  (The only time it might be noticable is when flying in formation
otherwise the background is too far off).

It is much easier to just put the origin itself somewhere near where the
aircraft would seem to pivot and roll about (approx cg, normally balanced) and
leave it at that.  The 747 looks fine since Andy made that very change to it a
couple weeks ago.

Best,

Jim


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RE: [Flightgear-devel] c310 origin

2002-12-13 Thread David Megginson
Jim Wilson writes:

 > 2). On a fixed wing aircraft, if origin is anywhere but between the
 > wings the external model views that follow along with the aircraft
 > (e.g. chase view) will not look correct.  The camera is tied to the
 > origin.  If the origin is at the nose or tail then the plane
 > "looks" like it's wagging when it pitches.  And if the origin is
 > too high or too low again the model can "appear" to be swinging
 > like a pendulum or sliding when it should simply be rolling.

OK, finally I understand the problem.  What we need to do, then, is
apply the euler angles to the CG rather than the origin when rotating
the 3D model.  We need only two steps:

1. have the FDMs report the current CG relative to the origin (if they
  don't already); and 

2. add a couple of transforms to acmodel.cxx so that we use the CG as
   the centre of rotation.

This will be especially nice for modelling out-of-balance situations
(like 500lb of baggage in the back of a 172) -- everything will come
out looking right.  It will also be valuable for aircraft that have
massive balance shifts, like a military aircraft dropping ordnance.  I
don't expect that this will be a big job.  What does everyone else
think?


All the best,


David

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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Jon S Berndt
On Fri, 13 Dec 2002 10:09:06 -0800
 Andy Ross <[EMAIL PROTECTED]> wrote:


Whatever convention we pick should be an easily explainable and
identifiable from the *shape* of the airframe only.  Not everyone has
a POH handy, very few people have W&B or C.G. numbers, and even things
like the centerline are subject to argument on some aircraft.


True.


Referencing the ground plane is especially bad, since the gear are
going to compress differently depending on load.


*Very* true. I don't think anyone really thinks we should 
use the ground plane for anything other crashing into.

I continue to like "the origin is at the tip of the nose".  You'd have
to look really, really hard to find an aircraft without an
identifiable nose.  And finding an aircraft author who doesn't
understand the concept is literally impossible.


Even for those of us who have access to the structural 
frame, it wouldn't be hard to bias our config file numbers 
to reflect an origin at the nose or farthest forward 
projection. The structural frame numbers are just nice to 
have and use (when you have them). The X-axis should 
probably be coincident with the thrust axis centerline for 
single engine props; for and for non-single-engine 
aircraft: coincident with a line through the tip of the 
nose of the fuselage and parallel to the fuselage as it 
sits "level" (not necessarily as it sits on the ground - 
think of the DC-3 - but perhaps as it is "level" in 
cruise, where one might expect the cabin floor to be 
roughly horizontal). In both cases the Z axis would extend 
out from the tip of the nose/prop, upward.

Jon

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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread David Megginson
Andy Ross writes:

 > Whatever convention we pick should be an easily explainable and
 > identifiable from the *shape* of the airframe only.  Not everyone
 > has a POH handy, very few people have W&B or C.G. numbers, and even
 > things like the centerline are subject to argument on some
 > aircraft.  Referencing the ground plane is especially bad, since
 > the gear are going to compress differently depending on load.
 > 
 > Remember that many/most 3D model authors aren't particularly
 > interested in aerodynamics, and may very well be working from
 > photographs and 3-views only.  Forcing these people to look up a
 > reference datum from an unfamiliar source is only going to
 > discourage them.

Someone has to write an aerodynamic model before a 3D model is any
use.  The aero designer needs to publish the reference datum she used
in a README, and then the 3D designer can simply follow it.  Actually,
all of the aero designers will have to agree on the datum.  I can live
with a modified version of Jon's suggestion:

  x-origin as specified by the TCDS (free online) and/or POH,
defaulting to the tip of the nose/spinner when not available.
  y-origin at the centreline.
  z-origin at the height of the nose tip.

 > And, quite honestly, what's the actual advantage to using a
 > reference datum anyway?  No one does weight and balance
 > calculations in Blender. :)

Well, it does give you the location of (say) the back seat on the
X-axis.  More importantly, once we implement dynamic W&B more easily
in FlightGear, it will be nice to have the model mesh up; even now,
using the published W&B datum (from the TCDS or the POH) gives you a
few numbers more easily in the aero modelling (like where to put
the fuel tank) -- if you're using the same datum, errors will be
easier to spot and the file will be easier for others to understand.


All the best,


David

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RE: [Flightgear-devel] c310 origin

2002-12-13 Thread Jim Wilson
This brings back the discussion a couple weeks ago on the 747 origin.  The
following is what I got from that thread:

1). The reported "origin" is arbitrary in relation to the FDM's internal
workings...ie how pitch/roll/yaw is calculated.  The exact position of the 3D
model origin can be calculated to be anywhere on the aircraft.

2). On a fixed wing aircraft, if origin is anywhere but between the wings the
external model views that follow along with the aircraft (e.g. chase view)
will not look correct.   The camera is tied to the origin.  If the origin is
at the nose or tail then the plane "looks" like it's wagging when it pitches.
 And if the origin is too high or too low again the model can "appear" to be
swinging like a pendulum or sliding when it should simply be rolling.

In "reality" the model rotates correctly no matter where the origin is
defined.  This is only a visual effect of translating the camera position from
the origin and there's pretty much no way to avoid it other than placing the
origin as suggested above.  It seems that after the now numerous past
discussions, that we should be considering the visual effect first when it
comes to 3D representations.   This is only about the 3D model.

Also, this location will differ substantially with different aircraft
(consider the C172 with its wing forward and high, the swept centrally located
ERJ-135 wings, or the Concorde's delta wing.  It would be hard to make a
general statement other than "usually center of the fuselage, and somewhere on
the wings" or "just so the model's behavior looks reasonable".

I hate to bother the engineers with this appearances stuff.  Having grown up
in a family of engineers I know how hard it can be to pick out a matching tie
in the morning (which explains why most don't wear ties these days :-)).

Best,

Jim

Jon Berndt <[EMAIL PROTECTED]> said:

> > That's the hard part.  The POH and the TCDS give the standard origin
> > on the X axis (the weight and balance reference datum), and the origin
> > on the Y axis can be assumed to be the centreline of the plane, but
> > where do you put the Z origin?  For a single, the thrustline of the
> > propeller might be a good choice;
> 
> Yes.
> 
> > alternatively, the cabin floor at the firewall (right in front of the
> > rudder pedals) should work for any aircraft,
> 
> eh ...
> 
> > and the ground sort-of works, as long as you're consistent
> > about strut compression.
> 
> yecch.
> 
> > I'm not big on rules and standards, but we
> > could publish a list of friendly suggestions for all aero and 3D
> > modellers:
> >
> > 1. Put the X axis origin at the published weight-and-balance reference
> >datum.
> 
> 1) Respect the manufacturer's structural coordinates, if known. If not,
> place the X axis origin at the published weight and balance reference
> datum. If not known, place the X axis origin at the tip of the aircraft
> nose or propeller hub - whichever is farther forward (not including probes
> or antennas).
> 
> > 2. Put the Y axis origin at the centreline of the plane.
> 
> Yes.
> 
> > 3. Put the Z axis origin [where? the ground?].
> 
> Place the Z axis origin as specified by the manufacturer's structural
> coordinate system, if known. If not, place the Z axis origin at the tip of
> the nose or propeller hub that the X axis origin is located at. This would
> place the origin for the entire axial system at the nose or propeller hub.
> 
> Maybe there should be a few sensible systems and we can specify which one
> is to be used. For the FDM, as is known, its the relative distances that
> need to be known, with the stipulation that the X axis is positive
> backwards, the Y axis is out the right wing, and the Z axis completes that
> using the RHR.
> 
> Perhaps the above have problems, too, but it I agree that some kind of
> agreement should be reached.
> 
> Jon
> 



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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Andy Ross
David Megginson wrote:
> 1. Put the X axis origin at the published weight-and-balance reference
>datum.
> 2. Put the Y axis origin at the centreline of the plane.
> 3. Put the Z axis origin [where? the ground?].

I'll just state my opinion again, and then keep my head down until
someone tells me where to move the origin. :)

Whatever convention we pick should be an easily explainable and
identifiable from the *shape* of the airframe only.  Not everyone has
a POH handy, very few people have W&B or C.G. numbers, and even things
like the centerline are subject to argument on some aircraft.
Referencing the ground plane is especially bad, since the gear are
going to compress differently depending on load.

Remember that many/most 3D model authors aren't particularly
interested in aerodynamics, and may very well be working from
photographs and 3-views only.  Forcing these people to look up a
reference datum from an unfamiliar source is only going to discourage
them.

I continue to like "the origin is at the tip of the nose".  You'd have
to look really, really hard to find an aircraft without an
identifiable nose.  And finding an aircraft author who doesn't
understand the concept is literally impossible.

And, quite honestly, what's the actual advantage to using a reference
datum anyway?  No one does weight and balance calculations in
Blender. :)

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
"Men go crazy in conflagrations.  They only get better one by one."
 - Sting (misquoted)


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Re: [Flightgear-devel] c310 origin

2002-12-13 Thread Arnt Karlsen
On Fri, 13 Dec 2002 10:34:00 -0500, 
David Megginson <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:

> Jon Berndt writes:
> 
> > > 1. Put the X axis origin at the published weight-and-balance
> > > reference datum.
> > 
> > 1) Respect the manufacturer's structural coordinates, if known. If
> > not, place the X axis origin at the published weight and balance
> > reference datum. If not known, place the X axis origin at the tip
> > of the aircraft nose or propeller hub - whichever is farther
> > forward (not including probes or antennas).
> 
> The C310 provides an interesting case here, since the later versions
> have a longer nose -- that's why the firewall might make more sense as
> a default X origin (or the leading edge of the wings at the root).

..the tradition (at least for single prop planes) I believe is put the
origin at the firewall _plus_ an offset, X pointing aft, so that "new
longer" powerplants remain "positive".

-- 
..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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RE: [Flightgear-devel] c310 origin

2002-12-13 Thread David Megginson
Jon Berndt writes:

 > > 1. Put the X axis origin at the published weight-and-balance reference
 > >datum.
 > 
 > 1) Respect the manufacturer's structural coordinates, if known. If not,
 > place the X axis origin at the published weight and balance reference
 > datum. If not known, place the X axis origin at the tip of the aircraft
 > nose or propeller hub - whichever is farther forward (not including probes
 > or antennas).

The C310 provides an interesting case here, since the later versions
have a longer nose -- that's why the firewall might make more sense as
a default X origin (or the leading edge of the wings at the root).

 > > 2. Put the Y axis origin at the centreline of the plane.
 > 
 > Yes.

OK, that's a no-brainer.

 > 
 > > 3. Put the Z axis origin [where? the ground?].
 > 
 > Place the Z axis origin as specified by the manufacturer's structural
 > coordinate system, if known. If not, place the Z axis origin at the tip of
 > the nose or propeller hub that the X axis origin is located at. This would
 > place the origin for the entire axial system at the nose or propeller hub.

Sounds reasonable.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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RE: [Flightgear-devel] c310 origin

2002-12-13 Thread Jon Berndt
> That's the hard part.  The POH and the TCDS give the standard origin
> on the X axis (the weight and balance reference datum), and the origin
> on the Y axis can be assumed to be the centreline of the plane, but
> where do you put the Z origin?  For a single, the thrustline of the
> propeller might be a good choice;

Yes.

> alternatively, the cabin floor at the firewall (right in front of the
> rudder pedals) should work for any aircraft,

eh ...

> and the ground sort-of works, as long as you're consistent
> about strut compression.

yecch.

> I'm not big on rules and standards, but we
> could publish a list of friendly suggestions for all aero and 3D
> modellers:
>
> 1. Put the X axis origin at the published weight-and-balance reference
>datum.

1) Respect the manufacturer's structural coordinates, if known. If not,
place the X axis origin at the published weight and balance reference
datum. If not known, place the X axis origin at the tip of the aircraft
nose or propeller hub - whichever is farther forward (not including probes
or antennas).

> 2. Put the Y axis origin at the centreline of the plane.

Yes.

> 3. Put the Z axis origin [where? the ground?].

Place the Z axis origin as specified by the manufacturer's structural
coordinate system, if known. If not, place the Z axis origin at the tip of
the nose or propeller hub that the X axis origin is located at. This would
place the origin for the entire axial system at the nose or propeller hub.

Maybe there should be a few sensible systems and we can specify which one
is to be used. For the FDM, as is known, its the relative distances that
need to be known, with the stipulation that the X axis is positive
backwards, the Y axis is out the right wing, and the Z axis completes that
using the RHR.

Perhaps the above have problems, too, but it I agree that some kind of
agreement should be reached.

Jon



smime.p7s
Description: application/pkcs7-signature


re: [Flightgear-devel] c310 origin

2002-12-13 Thread David Megginson
Jim Wilson writes:

 > Between YASim, JSBsim, and the U-3A 3d-model we've got three
 > "origins" that represent the approximate position of the aircraft.
 > JSBsim is 0.2m higher than the 3D model and YASim is 0.2m lower.
 > It'd be nice if the two FDM's agreed with each other, at least on
 > the height above ground for the origin.  That way I could adjust
 > the model to work correctly with both.

That's the hard part.  The POH and the TCDS give the standard origin
on the X axis (the weight and balance reference datum), and the origin
on the Y axis can be assumed to be the centreline of the plane, but
where do you put the Z origin?  For a single, the thrustline of the
propeller might be a good choice; alternatively, the cabin floor at
the firewall (right in front of the rudder pedals) should work for any
aircraft, and the ground sort-of works, as long as you're consistent
about strut compression.  I'm not big on rules and standards, but we
could publish a list of friendly suggestions for all aero and 3D modellers:

1. Put the X axis origin at the published weight-and-balance reference
   datum.

2. Put the Y axis origin at the centreline of the plane.

3. Put the Z axis origin [where? the ground?].


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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