# rotation more times

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Hi,
I'm new in 3D and i've got problem with rotation in SlimDX, Direct3D9, C#. I've got a cube and i rotate it (90 degree) with A key around x axle, S key around y axle and D key around z axle.
It works when i rotate the cube only around one axle(anyone), but after that i rotate around another axle it works strange. For example when i press A, it rotate around X axle 90 degree (good), then a press S, it rotate around Y axle 90 degree (good), then i press D, it rotate again Y around -90 degree (bad) and not around Z.
Here is my test:
(it need to be) -> (it was)

x y z -> x y -y
x z y -> x -y y
y x z -> y -z -y
y z x -> y x -z
z x y -> z x y
z y x -> z y -z

I've got a cube class with rotcubx, rotcuby, rotcubz attributes in degree.

I use them is world matrix with YawPitchRoll.

some codes:

if (e.KeyCode == Keys.A) {
rotcub[0] = 1;
rotcubanim[0] = 100;
}

In Render function

if (rotcub[0] == 1){
if (rotcubanim[0] == 0) {
rotcub[0] = 0;
}
else{
cube.setrotx(0.9f);
rotcubanim[0] = rotcubanim[0] - 1;
}
}

Matrix.Translation(cube.getpos());

In cube class:

public void setrotx(float x) {
rotcubx += x;
}

I can't understand why it work so strange, can anybody help me?
Sorry my english.

medis

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If I'm understanding what you want correctly, you'll need to ditch Euler angles and use another method to handle the rotations.

If the objective is to be able to rotate a cube about the world x, y, or z axis (relative to the cube's current orientation) at any time in 90-degree increments, then the method I recommend is as follows. Create an array (or similar container) that stores all 24 unique axis-aligned orientations, and then create a mapping that maps each orientation to its neighbor orientations as determined by rotation axis and rotation direction. You can then determine the new orientation for the cube in a deterministic fashion without having to worry about accumulated numerical error or anything like that.

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If I'm understanding what you want correctly, you'll need to ditch Euler angles and use another method to handle the rotations.

If the objective is to be able to rotate a cube about the world x, y, or z axis (relative to the cube's current orientation) at any time in 90-degree increments, then the method I recommend is as follows. Create an array (or similar container) that stores all 24 unique axis-aligned orientations, and then create a mapping that maps each orientation to its neighbor orientations as determined by rotation axis and rotation direction. You can then determine the new orientation for the cube in a deterministic fashion without having to worry about accumulated numerical error or anything like that.

What do you mean "[color="#1C2837"]24 unique axis-aligned orientations". x,y,z are 3, but why multiply with 8? The tip of cube?

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What do you mean "[color="#1C2837"]24 unique axis-aligned orientations". x,y,z are 3, but why multiply with 8? The tip of cube?

I mean that there are 24 ways you can orient a cube and still have it be axis-aligned.

Imagine a die or some other cubical object for which each face is visually distinct. Now imagine it positioned at the origin and axis-aligned (that is, its edges are parallel to the cardinal x, y, and z axes).

Clearly there are multiple orientations that meet these constraints. In fact, it can be shown that there are exactly 24 such orientations. These are the orientations to which I'm referring.

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Thx, the number of 24 was the key. When i rotate x than y is not equal rotate y than x, but in my version these was the same.

I was not solve the problem with Euler, just made two list, and add them the rotation (axel name and -1 or 1), then a repeat everything again with a for period.
I know, this is not the best way, but it works:)

the code for it:

Matrix rotat = Matrix.Identity;

for (int i = 0; i < cube.getMerre2().Count; i++)
{
if (cube.getMerre(i) == "x") { rotat = rotat * Matrix.RotationX(90 * cube.getIrany(i) * rad); }
if (cube.getMerre(i) == "y") { rotat = rotat * Matrix.RotationY(90 * cube.getIrany(i) * rad); }
if (cube.getMerre(i) == "z") { rotat = rotat * Matrix.RotationZ(90 * cube.getIrany(i) * rad); }
}

if (rotcub[0] == 1)
{
if (rotcubanim[0] == 0)
{
}
else
{
float g = 101 - rotcubanim[0];
}

world = rotat * Matrix.Translation(cube.getpos());

Thanks for all.

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