I'm a little confused by the pitch, roll, yaw system and the values I
get back tracing rotationX Z and Y. I've got an Object3DContainer with
an airplane model in it. The container is aligned with the global axis
system. I'm constraining it to only roll (rotation around local z
axis) in a counter-clockwise direction. I'm monitoring the rotationZ
property of the container.

The rotationZ values go 0 -> +90 then -90 -> 0 then 0 -> +90 then -90 -
> 0 for a full rotation when using roll on the container. In contrast,
if I set the rotationZ value directly I get
0 -> 360 for a full rotation. Since local and global axes are aligned
I'm wondering why there is a difference. The values I get when using
roll are a pain in the ass because it's ambiguous- I get the same
value twice on each rotation.

I want to use roll because I can pair it with pitch to make the
airplane do a very natural banked turn, but need to monitor global
rotation for my camera. Is there a setting that forces a 360 degree
system on the roll method?

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