Rotation column VS mouselook handler

Hi  :smiley:



Another angle issue. Angle user issue actually  :roll:



I use the following code to get the direction faced by a node:

node.getWorldRotation().getRotationColumn(0)



This will return "1, 0, 0" on a newly created node. This direction is used to apply a force in the direction the node is facing (i.e. aircraft engine, etc.).
Now what makes me uncomfortable is when the same node is controller by a MouselookNodeHandler. Up/down is not made along the X axis as I want it to, but along Z axis. Weird, the direction says I'm however along X axis :(

That's a snippet showing my concern:

public class Rota extends SimpleGame {

   public static void main(String[] args) {
      new Rota().start();
   }

   Node n;

   @Override
   protected void simpleInitGame() {
      n = new Node();
      Box b = new Box("b", new Vector3f(0, 0, 0), 0.5F, .5f, .5f);
      n.attachChild(b);
      rootNode.attachChild(n);

      input = new MouselookNodeHandler(n, 50, 1);

   }

   @Override
   protected void simpleUpdate() {
      super.simpleUpdate();
      System.out.println(n.getLocalRotation().getRotationColumn(0));
   }
}



So, I'd love to think my way to get a direction is mistaken, but, hmm, of what i've seen on the forum, it's not that bad... :(

Any clues I could use to understand why there's like a 90

hmmm, not sure, but I think it's rotationColumn(2).

hobstad said:

hmmm, not sure, but I think it's rotationColumn(2).

that should be correct