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?
