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

Reply via email to