Hi
I don't understood what are you trying to get.
You could calculate a vector with the orientation to where the object is facing based on it's pitch an roll with some sin cos math but you loose the roll component.
One thing you posibly do is to calculate the x,y,z component of the vector with pitch and yaw, normalize the vector (so it has a Length of 1) and then scale the vector by the roll component. This is the only way I imaginge that you could store all the information in a vector.
But, my friend, if you do that, you probably end working wiht a 3d lib like the one posted avobe!, sorry.
Juan
I don't understood what are you trying to get.
You could calculate a vector with the orientation to where the object is facing based on it's pitch an roll with some sin cos math but you loose the roll component.
One thing you posibly do is to calculate the x,y,z component of the vector with pitch and yaw, normalize the vector (so it has a Length of 1) and then scale the vector by the roll component. This is the only way I imaginge that you could store all the information in a vector.
But, my friend, if you do that, you probably end working wiht a 3d lib like the one posted avobe!, sorry.
Juan