RotateEntity
Blitz3D Forums/Blitz3D Beginners Area/RotateEntity
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Hello, I don't understand the result of RotateEntity Object, x, y, z. What is the order of rotations ? Is every rotation done on absolute axis or rotated axis ? When I only use X rotation, no problem. X and Y rotations, no problem too. But when I use X, Y and Z rotations, it's very hard to understand the way the rotation is done. My problem is I want to represent a vehicle running on non plane path and I have to use the RotateEntity to orient my vehicle on a realistic way. Can someone help me ? |
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Z is done first, then X then Y. I belive that's the rotation order. If you trying to align something to something else, you should have a look at the align to vector command. Using the normals of the collision between the two, and plug the NX,NY and NZ into the Aligntovector command :o) |
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Something like:AlignToVector vehicle, CollisionNX(), CollisionNY(), CollisionNZ(), 3, 1 Read up on the aligntovector command and the collision normals :o) |
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Thanks :) |
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Ross C - I've noted that you've put ":o)" after almost all of your recent posts. |
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Cause i'm a nice person and like to smile :o) |
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The order is Y,X,Z and subsequent turns are about the newly rotated axes.Graphics3D 400, 300, 0, 2 e=CreatePivot() TurnEntity e, 0, 20, 0 TurnEntity e, 10, 0, 0 TurnEntity e, 0, 0, 30 Print " Angles are "+EntityPitch(e)+" "+EntityYaw(e)+" "+EntityRoll(e) RotateEntity e, 10, 20, 30 Print " Angles are "+EntityPitch(e)+" "+EntityYaw(e)+" "+EntityRoll(e) WaitKey() : End |
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Ah, sorry for the bum info. That's the order i rotated my quads in my particle system ^_^ |