You may wish to keep your own Matrix3d object along with a Point3d object.
You use these to reset your Transform3D object (I think there is a set
method that
takes these as an argument).
Your rotation should be applied from the right not the left to rotate
the matrix/object about its own axes instead of the world axes. In fact this
is
easier I think. The columns of the rotation matrix will give you
the vectors of the axes of the object allowing you to get a forwards
vector for example.
You may wish to use normaliseCP or something if you expect it to be active
for
a long time.

Good luck,
Peter Balmforth

-----Original Message-----
From: Leandro Lorenzet Dihl - Informatica [mailto:[EMAIL PROTECTED]]
Sent: 05 April 2001 14:01
To: [EMAIL PROTECTED]
Subject: [JAVA3D] 3 Axis


Hi!!

I'm working on a game in which the user needs to move an object around
a 3D "room", allowing 6 degrees of freedom. The object has a DOF
(direction of flight) and Up vector to define its direction of
movement. I need to allow the user a set of operations such as
rotation along the 3 axis (X, Y, and Z) and translations towards (and
backwards) the DOF vector. The problem is that somehow I need to keep
track of the object's status so that next time I perform, for example,
a rotation it should take into account the local co-ordinate system
(the modified DOF and Up vectors) rather than the canonical axes (X,
Y, and Z - which are the room's co-ordinate system).
Any suggestions?

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