Ok, crisis averted, i managed to find it out myself :) The answer:
You can get the the axis that corresponds to the global x, y, z axes like this: var xaxis:Number3D = _cube.transform.right; var yaxis:Number3D = _cube.transform.up; var zaxis:Number3D = _cube.transform.forward; After this you put the Number3D of the axis you want in a Quaternion object, and just determine the angle amout to rotate. Convert the quat to a matrix, muliply that matrix with the cube's current transform matrix, and finally apply that matrix to the cube's transform property. Perk On Feb 25, 1:47 pm, perk <[email protected]> wrote: > Hi there, i have been struggling with an issue these last days, and > feel completely stuck. I hope someone here can point me in the right > direction. > > The Scenario: > On my scene, i have a number of cubes. Over the course of the > application, these cubes can get rotated on all three axes > individually. At some point i need to target a group of them and > rotate them all along one of the global axes. Check this image to > explain a bit better visually: > > http://www.perkstoveland.com/downloads/axis_orientation_fig.jpg > > Now these cubes will always be rotated at 90 degrees in any direction, > so an axis of a given cube will always align with either the x, y, or > z axis in global space. Imagine I want to rotate both cubes in the > figure above, on the global axis X. Cube 1 will need to rotate on its > own x axis, since cube 1's orientation is aligned exactly to global > space. However, Cube 2 needs to rotate on it's y axis, since cube 2's > y axis is the axis that corresponds to the global x axis. > > The Question: > How is it possible for me to calculate which axis i need to rotate a > given cube on, when i know the cubes orientation, and the global axis > i want to rotate it on? In other words, how do i translate the global > axis i want to rotate the cube on, to the local axis of the cube? > > Any help here would be much appreciated. If something is unclear here, > please let me know. > > Perk
