You can use intersect (3D quad line) to figure out if your finger is on the quad. Than, you need to figure out how much the finger moves, relative, in X-Y space, and hook that to the relative value off X and Y from the transform. Read this about relative
The trick offcours, is to use intersect to decide what quad we are working with, and only change the slice off the spread we are working with… than again… should this also aply for zooming?
Saw moving the map is one finger, scaling it was two finger?
So the scale is the relative distance between 2 vingers, moving 2 fingers closer will be zooming-out, and moving 2 fingers further away results in zooming out. (again, relative, and use the Scal-X and Scale-Y pins…)
Youre entire patch is prety hard to make, for a beginner that is ;), but just try and ask.