new to the forum :-)
I have a challenge and require some assistance. I am building a game within a creation game/toolset available on the PS4. I am building a simple flight model which accounts for angle of attack, effectively detecting the pitch / angle along the x axis in order to determine if the plane should decelerate or accelerate. In the case where it is pointed down, it should accelerate due to gravity and vice versa. Herein begins the problem! The tool contains a built in function to sense the orientation localised to the object. From what I understand the values generated are based on axis angle orientation and there is no built in code to change this. Using this formula, the calculation reads correctly when travelling in the original direction of the object, with the x axis showing accurate results based on the pitch. As soon as the object deviates from the original flight path, the angles shown do not calculate as expected. I have read up on Euler angles and believe this is what I need to calculate, however I would like to understand if this conversion is even possible based on the data I have available. I have a simple x, y and z angle based on axis angle representation. Pardon my ignorance however it has been some time since I delved into the depths of mathematics!