Hi Choons, You are experiencing the Radians to Degrees funk. Internally flash and Away3D handle rotations in radians and rotationZ just returns that value by doing radians * (180 / Math.PI) and that won't return the range you are after.
Not sure there is a built in way to get a 0 to 360 value. You could cache your own value and increment/decrement it as needed. Cheers, J. On Jun 12, 11:04 pm, Choons <[email protected]> wrote: > 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?
