It might be easier to use a container + your model for doing the
rotations and keeping track of them. I do this for a flying game I'm
working on. Basically, just separate out the banking to be in model
space, and all other rotations to be in the container space.

On Apr 2, 2:47 pm, Julien <[email protected]> wrote:
> Hi, i am trying to get the value of my Aircraft Lateral axis (in
> degrees) compared with earth horizon, but the values are wrong when i
> change the pitch of my aircraft.
> You can look at my demo here 
> :http://www.timelessconcept.com/flashLab/sl/main.html
>
> If i roll when the pitch angle is 0, everything is fine, but when for
> example, i go up to 25degrees in the air and roll, some values are
> skiped...
>
> This is how i calculate the angle for now :
> var aircraftLateralVector:Vector3d =
> Matrix3DUtils.getRight( aircraft.transform );
> var worldLateralVector:Vector3D =
> Matrix3DUtils.getRight( aircraft.transform );
> worldLateralVector.y = 0;
>
> aircraftLateralVector.normalize();
> worldLateralVector.normalize();
>
> var dotProduct:Number =
> aircraftLateralVector.dotProduct( worldLateralVector );
>
> return Math.acos( dotProduct ) / Math.PI * 180;
>
> Do you have any suggestion ?
> how would you get the aircraft lateral angle ?
>
> Thanks for any help.

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