From: Bertrand C. <bco...@gm...> - 2014-01-18 14:03:20
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Erik, May be you have overlooked the comments I made earlier on your code or may be they were not clear ? 1. IMHO the new class FGSurface is not needed. Its role is overlapping with FGGroundCallback which already exists. 2. The ground bumpiness should not need to be transferred as deep as the FGLGear class. It can easily be managed in FGFSGroundCallback (i.e. in FlightGear) without FGLGear needing to know the details of how it is implemented. 3. Given FGSurface current design, neither FGLGear nor FGGroundReactions should inherit from it. The reason is that a landing gear "is not a" ground bumpiness or rolling friction. The same is true for ground reactions. There is not an "'is a" relationship between any of the 3 classes so none should inherit from the others. If you want to make reference to an FGSurface, you would better add a pointer in FGLGear and/or FGGroundReactions private members. That would make more sense, at least to me. These are just suggestions but I would like to know your opinion about them. Thanks. Bertrand. 2014/1/18 Erik Hofman <er...@eh...> > On 01/17/2014 05:40 PM, Jon S. Berndt wrote: > > > I know that a more configurable friction capability has been wanted for > some > > time. That will be well-received, I'm sure. I think that focusing on > ground > > characteristics would at the moment be the best route. The other features > > you describe might be best for experimental development offline until > > there's a proof-of-concept kind of demo that can illustrate your idea. > > Ok, I will keep CVS the current state then (except for bug fixes off > course, if any show up). > > > I'd be interested to read more about your ideas in the second paragraph. > > I haven't thought it through completely yet but the idea is to have a > container class that holds all the surface contact point properties like > friction and maximum force (basically moving all the STRUCTURE code from > FGLGear to FGSurface and let FGLGear inherit FGSurface) and extend it > with other properties. > > Now you could let the surface interact with it's environment (air or > another other FGSurface class). It could, for instance, be used for > pitot-tube simulation, or to decide if the forces (or heath built-up) > exceed the maximum allowed values and indicate a failure (tire-blow, > gear-snap due to too much side-force, etc). > > Erik > > -- > http://www.adalin.com > - Hardware accelerated AeonWave and OpenAL for Windows and Linux > - AeonWave Audio Effects software for DJ, Instrumentalist and Vocalist > > > ------------------------------------------------------------------------------ > CenturyLink Cloud: The Leader in Enterprise Cloud Services. > Learn Why More Businesses Are Choosing CenturyLink Cloud For > Critical Workloads, Development Environments & Everything In Between. > Get a Quote or Start a Free Trial Today. > > http://pubads.g.doubleclick.net/gampad/clk?id=119420431&iu=/4140/ostg.clktrk > _______________________________________________ > Jsbsim-devel mailing list > Jsb...@li... > https://lists.sourceforge.net/lists/listinfo/jsbsim-devel > _______________________________________________ > The JSBSim Flight Dynamics Model project > http://www.JSBSim.org > _______________________________________________ > > |