Hello there and thanks for the answer.

By rotating the angle (from 0 to 6.28) I'll
go round the axis (the vector I assume) one time. For a given rotation
of 0 1 0 3.14 I would make half way round the y-axis (1 0 0 1.57 -> 90deg x-axis etc).
But what's got the vector to be when I for example turn first half round the y-axis,
then from that new position some degrees round x, afterwards some deg round z
and so on. I guess in this case if got to change the dierection of the whole axis ie 
the
vector, right?

Christian

Gernot Veith wrote:

> --------------
> Hi Christian,
> with AxisAngle Rotation you can rotate an Object around a given vector with a given
> angle in rad. You have to increment the angle, as AxisAngle starts rotation from 
>zero.
> Get the mouse coordinates and store them. In the next behavior call take the 
>difference
> from the actual coordinates and the old coordinates to calculate the angle.
> That's all. The vector itself isn't rotatad. That's similar to the orientation field 
>in VRML.
> With your AxisAngle object you have to build a Transform3D object and put it into 
>your
> TransformGroup in order to let the rotation take place.
>
> CU
> Gernot
> [EMAIL PROTECTED]


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