Lesson 48 ported to Java (still needs some OpenGL ES adjustments):
http://www.java-tips.org/other-api-tips/jogl/arcball-rotation-nehe-tutorial-jogl-port.html



Thiago


On Tue, Sep 7, 2010 at 21:04, Thiago Lopes Rosa <[email protected]>wrote:

> 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
>> >
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>

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