Matthew,
I've always found that "Computer Graphics, Principles and Practice" from
Foley, van Dam, Feiner and Hughes published by Addison-Wesley to be an
invaluable reference work when dealing with coordinate spaces,
transforms and vector maths.
Warwick
In message <[EMAIL PROTECTED]>, Matthew Warren
<[EMAIL PROTECTED]> writes
>Hello,
>
>I have written a class to rotate an object around the world x and z axes,
>and accelerat/deccelerate along its Z axis, using a keyListener to get
>input.
>
>This has been quite complex for me, as I knew no vector or matrix maths, and
>the resulting code for rotating the axes and the ship and the accel/decel
>axis vectors is a bit of a mess and not quite right yet, with axiangle4f's
>and vectors and point3f's all over the place :)
>
>
>There must be an elegant well explained solution to this somewhere.... if
>anyone can point me in the right direction it would save me a lot of time :)
>
>Also, does anyone know of any books / good well explained net resources that
>can help me learn about the Maths behind all this? whats a vector cross
>product? etc.. etc.. but nothing too technical! (I dont want lines and lines
>of integrals and other funny squiggles!), something aimed squarely at 3D
>manipulations and along the lines of, to do A, you need to compute B.
>
>
>
>Thanks in advance,
>
>Matthew Warren.
>IBM ADSM Support Mainz,
>(SCS Ltd)
>
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--
----------------
Warwick Dufour
Chthonics Ltd
----------------
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