I’m trying to make a 3d flight controller with a more arcade feel (think Ace Combat or Rogue Squadron). I’m somewhat new to working in 3d in Godot though and I don’t really understand what methods I should be using to achieve this.
I want up and down to control pitch and left and right to be something of a hybrid roll/yaw. I’m setting direction to -transform.basis.z and multiplying that by speed, but when I use rotate_x() with the pitch, the plane itself rotates, but I only move flatly across the world plane rather than climbing up or down as I’m attempting to achieve.
What am I missing here?
That’s what I assumed at first too, but I am targeting the primary node which is a character3D. The mesh is a child of that and nothing is targeting it. This is the code I’m using:
rotate_x(pitch * pitch_speed)
Not tested but perhaps you should be using
rotate_object_local
- so the rotation is in the plane’s own axis, rather than that of its parent.I’m not sure I understand the difference in how these work. In the docs it makes it sound like the only difference between rotate_x() and rotate_object_local() is that rotate_x() specifies the rotation axis explicitly whereas rotate_object_local() takes it as an argument. Is that not the case? Sometimes the docs are confusing.
I think you need to learn about world transforms and local transforms. My guess is you’re translating along the world Z or the Z of the level instead of the local Z of the plane scene.
Different coordinates spaces: https://docs.godotengine.org/en/3.1/tutorials/math/matrices_and_transforms.html