m with one axis, but becomes
harder if you have previously rotated around multiple axes.
Evan
-Original Message-
From: Dvorak, Daniel J. <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Wednesday, January 26, 2000 7:19 AM
Subject: Re: [JAVA3D] vexing rot
object by my new Transform3D?
Daniel
> -Original Message-
> From: Lily Lee [SMTP:[EMAIL PROTECTED]]
> Sent: Tuesday, January 25, 2000 3:18 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] vexing rotation problem...
>
> AxisAngle is the right thing to do, and the m
AxisAngle is the right thing to do, and the most efficient. There is
a direct relation from axis/angle to the 4 by 4 3D transformation
matrix. You can find the formular from any robotics text book--look
for the twist/screw representation. Another alternative is the
quaternion, but that still in
Hey All,
I'm having a particularly vexing rotation problem. I want to be able to
rotate around multiple axes simultaneously. Currently, I perform the
multiple rotations by creating 3 Transform3D's, and using rotX(xAngle) on
one, rotY(yAngle) on another, and rotZ(zAngle) on the third. Then I
mu