Re: [JAVA3D] vexing rotation problem...

2000-01-27 Thread Evan Drumwright
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

Re: [JAVA3D] vexing rotation problem...

2000-01-26 Thread Dvorak, Daniel J.
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

Re: [JAVA3D] vexing rotation problem...

2000-01-25 Thread Lily Lee
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

[JAVA3D] vexing rotation problem...

2000-01-25 Thread Evan Drumwright
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