so i could take xtheta and ytheta, and convert that into an axis (y = -xtheta/ytheta) and a magnitude (theta = sqrt(xtheta*xtheta+ytheta*ytheta), and then just rotate about that axis. and that would give me smooth rotation.DeltaV wrote:You shouldn't think of it as sequential rotations. Infinitesimal rotations commute, finite rotations do not. One display-update cycle is as "infinitesimal" as your code can get. You should think of it as rotation about some axis contained in the x-y plane of the screen, passing through the projected (onto the 2-D screen) center of your particle cloud.happyjack27 wrote:i'm tempted to just apply a xtheta matrix ala sin and cosine, followed by a ytheta matrix. simple and effective. but i'm curiuos how much the order matters...they'd be dragging their mouse to rotate on x and y simultationsly.
so: http://en.wikipedia.org/wiki/Rotation_m ... _and_angle
problem solved!
thanks for your help!