**comp.graphics.algorithms**

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

PPP,

simply define the airplane in 'world coordinates' or 'object

space coordinates' xyz. The airplane has a position xa,ya,za

and three Euler angles yaw,pitch,roll, from ground fixed x,y,z

to plane fixed xf,yf,zf coordinates.

An illustration for aircraft Euler angles:

http://www.fho-emden.de/~hoffmann/howww05d.html

Any observer can be defined by a fictitious camera which has

a position xc,yc,zc and at least two Euler angles azimuth and

elevation.

The third angle would be about the optical axis, probably zero

for your application.

The further proceeding depends on the definition of the camera

orientation for zero camera angles.

In my applications the camera axes u,v,w are aligned with x,y,z,

for zero angles and v is the optical axis, but that's up to

anybody.

http://www.fho-emden.de/~hoffmann/euler26112001.pdf

If the aircraft pitch angle doesn't ever exceed let's say +-80=B0,

then the Euler method is OK, otherwise quaternions are

recommended.

=20

Best regards --Gernot Hoffmann

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