not sure if this is a bug:
should the entity pitch/yaw/roll values wrap to 360? (or 180/-180)
EDIT:
a possible solution would be to pass the ang vals to a function like this. looking through the TEntity.bmx code I am not sure where this would/could be done. It looks like ry# is acted upon in just about every rotation/translation call. I won't even pretend to know where this should go :) :
Import sidesign.MiniB3D Graphics3D 800,600 cube:Tentity =CreateCube() ; cam:Tentity=CreateCamera() ; MoveEntity cam,0,0,-5 Repeat TurnEntity cube,0,3,0 RenderWorld text 0,0,"EntityPitch(cube) = GLOBAL: "+EntityPitch(cube,True)+" Local: "+EntityPitch(cube) text 0,20,"EntityYAW(cube) = Global: "+EntityYaw(cube,True)+" Local: "+EntityYaw(cube) text 0,40,"EntityROLL(cube) = Global: "+EntityRoll(cube,True)+" Local: "+EntityRoll(cube) Flip Until KeyDown(KEY_ESCAPE)
should the entity pitch/yaw/roll values wrap to 360? (or 180/-180)
EDIT:
a possible solution would be to pass the ang vals to a function like this. looking through the TEntity.bmx code I am not sure where this would/could be done. It looks like ry# is acted upon in just about every rotation/translation call. I won't even pretend to know where this should go :) :
Function Wrap360:Float(angle#) If angle > 359.999 Then angle = angle - 360 If angle < 0 Then angle = 360 + angle Return angle End Function