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.
