Hi,
Oops, one slight error. I said x= y coordinate when I meant x = x 
coordinate.
I also might want to add I am assuming 0 is the bottom of your map, the 
South poll, the closest to you and some higher number, say 100, is the 
North poll. 0 is your West boundry, and 100 is your East boundry. 0 is 
the floor and 100 is the ceiling.
You can of course change those values, but that is an example of how I 
figured this calculation.


Thomas Ward wrote:
> Hi Jim,
> Sure. I have worked up a simple trig formula that will do the job for 
> you assuming  your needs are relatively simple.
>
> The following trig formula assumes 0 is the top of your circle and 180 
> is the bottom. That means 0 is do North, 180 is south, 0 is strait up, 
> and 180 is strait down. As you move cclock wize it addes one degree 
> until you reach360 which is also do North or the top of your circle.
>
> Calculation variables.
>
> h = horizontal angle
> s = speed
> t = time
> v = virtical angle
> x = y coordinate
> y = y coordinate
> z = y coordinate
>
> Math formula.
>
> x += s*Sin((h*PI)/180)*t
> y += s*Cos((h*PI)/180)*t
> z += s*Cos((v*PI)/180)*t
>
> Jim Kitchen wrote:
>   
>> Hey Thomas or anyone
>>
>> Do you happen to have the math formula to keep track of an object in motion 
>> in a 3d grid.  In star mule I have the formula to calculate the distance 
>> between objects in a 3d grid, but I could really use the formula for an 
>> object in motion.
>>
>> Thank you to anyone that might be Abel to help.
>>
>> BFN
>>   
>>     
>
>
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