I once had my app working like that. In my case it was not desirable, so I
had to fix it, but here is what I would suggest.
Create a seperate transformGroup for the translations than the rotations.
Add the translation as a child to the rotation group. Now the axis of your
translation will depend on its orientation as given by its parent.
If this doesn't work, try the opposite order (make the translation parent
of rotation). I don't remember exactly which order I put it, but the
former makes sense.
I'll be interested to hear about your progress on this.
Good luck.
Paraskevas
--- silvano <[EMAIL PROTECTED]> wrote:
> 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).
>
>
>
> if anybody have suggestions, give-me an example please!!
>
>
>
> thank you!!!
>
> Silvano Malfatti
>
>
>
__________________________________________________
Do You Yahoo!?
Get email at your own domain with Yahoo! Mail.
http://personal.mail.yahoo.com/
===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".