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Rotations assembly

Started by quasaR 0 replies 550+ views
Original Post
quasaR
quasaR
Hello. I''m trying to write some nice looking Rubic''s Cube in OpenGL but there is one problem: I will cut this problem to one cube, say one in some corner of RC. If i rotate this cube many times around some axes (for example (2x,1y,3z,2y,3x,1z; each 90 degrees)*) then i must remember each rotation to coorectly write this cube in next rotations (rotations are not interchangable). But i figuret out that each cube in RC (in this case corner cube) can by rotated in three or less steps to any possible location (for this cube). So could someone tell me how to calculate relation between many steps* and this "three or less steps"?, maybe some algorithm? Thanx (sorry for my grammar
sjelkjd
sjelkjd
you could maintain your own transform matrix between frames, and just concatenate new rotations onto that one.

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