Jump to content
  • Advertisement
Sign in to follow this  
Aelorean

From Yaw to Degree Heading

This topic is 3784 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I found this in a very old thread: ---------- In other words picture yourself in an airplane: Yaw is turning right or left Pitch is turning up or down Roll is dipping one wing or the other ---------- Is there an easy way or formula to convert Yaw (in this example) to a 360 degree heading?

Share this post


Link to post
Share on other sites
Advertisement
It was mostly a philosophical question really, I hadn't really done anything practical as yet with it. I just was doing research on 'yaw'/'pitch'/'roll' and was curious if/how the translation would be done.

So, I suppose in answering the question we could use whatever the most standard default vector and units would be.

Share this post


Link to post
Share on other sites
The pitch/yaw/roll described in that excerpt is actually talking about relative motion in the airplane's local reference frame (i.e. what happens when you rotate the rudder or ailerons), not an absolute orientation. It doesn't make sense to "convert" between them. For instance, if you knew that turning the steering of your car to the right always turned your car right, that wouldn't actually be enough information to know what direction your car was heading. Ironically, that's something you'd already need to know for steering to be useful.

So if you already had an absolute orientation, then you would be able to determine how it changed depending on the airplane's relative motion. But this is something you need to know a priori.

Share this post


Link to post
Share on other sites
You could project your local forward vector onto the ground plane and get the heading using a simple atan2-call. You should be able to get a local forward vector in global coordinates using your Yaw/pitch/roll-values, or a local-to-global-matrix constructed from those Yaw/pitch/roll-values.

Hope this helps :)

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!