Thanks! =)
Thiago On Tue, Sep 7, 2010 at 14:25, Robert Green <[email protected]> wrote: > I was going to suggest doing what they outline in that lesson. In > short - keep a rotation matrix for the current orientation of your > cube. Process input and keep a rotation matrix that you apply the > user input to, then multiply the cube matrix by and store the result > as the cube matrix, then reset the input matrix to identity and start > all over. > > For user-space Z input rotation, you can do it like they do in the pro > 3D apps - with a little button that shows that rotation to the left > and to the right. Still use the same method as above, though, and you > will get very predictable, nice rotation on all axis. > > On Sep 7, 11:39 am, alan <[email protected]> wrote: > > your first stop for all opengl questions should be NeHe open gl > > lessons:http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=48 > > > > On Sep 6, 9:58 pm, Thiago Lopes Rosa <[email protected]> wrote: > > > > > > > > > This is a 3D Minesweeper. Instead of searching mines on that > rectangular > > > field, you must search them on several 3D fields (8 in total) by > looking in > > > all faces/planes. So you must rotate the objects to see all sides. > (search > > > for: *3D Mines*) > > > > > I got the idea about different movements for each axis, but I really > wanted > > > to use dragging for all axis. > > > > > Thanks, > > > > > Thiago > > > > > On Mon, Sep 6, 2010 at 17:42, Droid <[email protected]> wrote: > > > > Suggest dragging for x, y and tapping for z axis movement. But its > not > > > > clear exactly what your end-game is.... > > > > You could also use accelerometer for tipping (see Breakout Legend in > > > > the App in mkt) > > > > > > :) Droid > > > > > > On Sep 6, 7:04 pm, Thiago Lopes Rosa <[email protected]> wrote: > > > > > Hi, > > > > > > > I have a cube on the center of the screen and the user can rotate > it > > > > using > > > > > the touchscreen. > > > > > > > The problem: > > > > > For example, when I rotate the cube 180 degrees (vertical), the > > > > horizontal > > > > > rotation gets "inverted" (i mean, when moving right the cube > rotates left > > > > > and vice-versa). > > > > > > > The issue is that I'm using 2D coordinates (touchscreen) to rotate > the 3D > > > > > cube. > > > > > I'm always rotating around the cube's X and Y axis and never around > the Z > > > > > axis. > > > > > > > The question is: > > > > > How do I calculate how much and which axis to rotate from a 2D > coordinate > > > > > input? > > > > > > > Thanks, > > > > > > > Thiago > > > > > > -- > > > > You received this message because you are subscribed to the Google > > > > Groups "Android Developers" group. > > > > To post to this group, send email to > [email protected] > > > > To unsubscribe from this group, send email to > > > > [email protected]<android-developers%[email protected]><android-developers%2Bunsubs > [email protected]> > > > > For more options, visit this group at > > > >http://groups.google.com/group/android-developers?hl=en > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to [email protected] > To unsubscribe from this group, send email to > [email protected]<android-developers%[email protected]> > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

