Thank you for taking time to answer Stephen.

Do you mean i need to insert my aircraft in a ObjectContainer3D,
then roll rotation are done by the 3D model, and pitch rotation are
done by the container ?

If so, if i roll my aircraft at 90° and i raise the nose up to turn,
my container will still be at 0° angle or rotation. so i will go up
every time no ?
Maybe i didn't get what you said, sorry about my bad English. I do not
understand what do you mean by Separating the banking ?

Also, i would be please to see any of your game demo if you have one.
Cheers !

Thanks again for your help.




On 3 avr, 22:25, Stephen Hopkins <[email protected]> wrote:
> 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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