thanks much, Jerome. Yeah still getting my 3D "sea legs." I ended up
chucking the rotation methods in favor of working with the forward and
up vectors. They are unambiguous and are easy to visualize when you
learn to picture the arrow rotating around in the "box"

On Jun 13, 3:50 pm, Jerome <[email protected]> wrote:
> Also if you need to update your camera you could use a SpringCam to
> follow the plane
>
> or do it yourself
> 1- copy the plane's transform to the camera's (it will be where the
> plane is and have its rotations):
> camera.transform.matrix3D = plane.transform.matrix3D.clone();
>
> 2 - offset it's position to be behind the plane so you can see the
> model (if needed):
> camera.transform.matrix3D.prependTranslation(0, offsetY, offsetZ);
>
> 3 - offset rotation to look either above or below the plane as wanted:
> camera.transform.matrix3D.prependRotation( rotationOffset,
> Vector3D.X_AXIS );
>
> The code above was taken or inspired by the SpingCam, but I used it
> for an Away3D Lite project.
>
> 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?

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