2D Graphics have 2 "D"s whereas 3D Graphics have an Extra "D" thus making it 3D.
in pseudocode...(2D + Extra "D" = 3D)
seriously though.
The 3D world in miniB3D is laid out in a 3D Grid. Starting at the origin (0,0,0) .
When you create an Entity (Loadmesh, Createcube(), Createsphere() , etc) the entity is placed at the origin.
A typical Scene is created with a Camera, a Light and a Mesh (or several Meshes)
When you call Renderworld, the 3D Objects in the scene are rendered from the point of view of the active camera.
This is slightly different from the way Max2D works in that renderworld renders all objects in view based on their positions. You do not need to manually cycle through the objects and 'draw' them.
1. Turnentity will change the pitch, yaw, roll of the Entity.
2. RotateEntity will SET the orientation to the Pitch, Yaw, Roll Values you feed to it.
like skid mentioned, you will probably need to use Rotate vs turn.
at first, you might want to use Pointentity to 'lock' the camera on your airplane.
a note about Coordinate systems:
JBsim uses Quaternions
from their web page (...but quaternions are used to track orientation, avoiding "gimbal lock". )
miniB3D uses Eulers internally, Blitz3D uses Quaternions. There is a method (posted in thes forums) to convert Eulers to Quats and vice-versa.
If you are going to do alot of conversions, you might need to get a good grasp of Matrix math, Eulers and Quaternions. (If you don't have that knowledge already, which I suspect you do :) )
there is actually a reference right on the flightdynamics page:
http://jsbsim.sourceforge.net/fsdocuments.htmlunder Quaternion reference.
LeadWorks and Simin H have recently posted alot of stuff about this, worth a look.
wow. you don't mess around. most people make their first dabble in 3D something like a mario clone but not you, you go straight for the Advanced Flight Dynamics stuff. Cool!
EDIT:
I noticed this in the Class Reference under FGQuaternion:
FGQuaternion is a representation of an arbitrary rotation through a quaternion. It has vector properties. This class also contains access functions to the euler angle representation of rotations and access to transformation matrices for 3D vectors. Transformations and euler angles are therefore computed once they are requested for the first time. Then they are cached for later usage as long as the class is not accessed trough a nonconst member function.
so you may not need to do these conversions manually.