**comp.graphics.algorithms**

## Subject: **Re: Newbie 3D airplane help**

"PPP"

news:1147438825.870927.156310@i39g2000cwa.googlegroups.com...

> Good morning!

>

> I have an idea for a basic 3D game. I'm trying to come up with a

> generic algorithm that will give me a relative x,y,z orientation of a

> plane in reference to the observers on the ground. Let's say I already

> have given the plane a yaw, pitch, roll, and heading values. How can I

> determine the plane's relative orientation to different observers in

> the ground?

>

> What I have in mind is that the relative orientation of the plane can

> be assigned a unique id. If an observer takes a "picture" of this

> unique id / orientation, then a point is scored. Consecutive pictures

> of the orientation will not be counted.

>

> In other words, I have a plane flying around and different observers on

> the ground are looking at it and their object is to "shoot" as much of

> the plane as possible.

>

> Where should I start? Right now, I'm mostly curious about how to

> determine the relative orientation of the plane to an observer given

> the yaw, pitch, roll, and heading data.

First thought: when viewed from the observer, only two angles are important.

The first is the vertical angle upwards, should be between +90 and -90

(where 0 is straight up). The second is the compass direction for the

observer. This is a (rather) straightforward conversion between the plane's

(X,Y,Z) position (relative to each observer!) into a vector.

> the yaw, pitch, roll, and heading data. I've already figured out how to

> calculate the plane's distance to the observers.

If a close snapshot gets a higher score, yes :-)

[Jongware]

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