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1 messages
1 total messages Started by Richard Barry Ling Tue, 04 Aug 1992 03:18
Flight simulator control
#403
Author: Richard Barry Ling
Date: Tue, 04 Aug 1992 03:18
33 lines
2231 bytes
Yo all.

  I'm trying to program a flight simulator using a language with a 3D
graphics capability.  This package allows me to model an object, then rotate
it around the axes, position it, move it forward a certain distance etc, but
I'm having serious trouble working out how to translate the controls for the
aircraft into angles around the X, Y and Z axes.  I need to convert relative
changes in the pitch, yaw and roll of the plane into absolute angles. In
short, my trigonometry sucks.

  The problem: I have to give the 3D package 3 numbers - the angle to rotate
about the X axis (horizontally across the screen), the Y axis (vertically
across the screen), and the Z-axis (perpendicular to the screen). The
computer rotates the plane about X, Y and Z in that order, and displays the
result.  Imagine viewing the plane from behind: If I pitch the nose up
(rotate about X axis) then roll the plane thru 180 degrees (rotate about Z)
the nose ends up pointing downwards, which is not very desirable.  Or if I
roll 45 degrees (Z axis), then pitch (X-axis), the Y-axis angle has to
change as well.

  I imagine there must be some nice mathematical formulas out there to
handle these rotations.  I have lost sleep, sanity, and large amounts of my
hair over this problem.  Any and all help appreciated.

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--------------------- Richard.  u9147603@cs.uow.edu.au ---------------------
"The rooster stared back at me, his power and confidence almost overwhelming.
Down below, a female paused warily at the coop's entrance. I kept the camera
running. They were beautiful, these 'Chickens in the mist'."  -  Gary Larson
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