Hey Stephen, thanks for your input. Yeah, i am looking myself to fix that problem. I don't have the Math knowledge though...
Anyway, thanks for your help ! On 4 avr, 00:14, Stephen Hopkins <[email protected]> wrote: > Ah I see you are using a different move scheme than I was thinking, > sorry I didn't look at your demo earlier. Not too sure about your > problem hopefully someone else will know. > > On Apr 3, 3:07 pm, Stephen Hopkins <[email protected]> wrote: > > > Make an ObjectContainer3D and add your Plane to it. Assuming that your > > plane faces in the positive Z direction, to make the plane Roll, > > simply change the plane.rotationZ. For pitch, use container.rotationX, > > and for yaw, use container.rotationY > > > On Apr 3, 3:00 pm, Julien <[email protected]> wrote: > > > > 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.
