Rotation in java 3d - diffs between setEuler, rotX, Y, Z etc.
i really confused about rotation. i've wrote a simple programm, where you can switch between euler rotation and rotX multiply rotY multiply rotZ (in this order).
what i want is a rotation only around the axis of the object (in this case a cube).
Means for me: i've stuck three sticks in the cube, like the painted axis in the programm, and only around them i rotate.
but none of these rotation do it right:
a)the rotX*rotY*rotZ rotate only around the z-axis correctly
b)the euler only around the x-axis correctly
the programm is available under:
start it with "java -cp java3d.jar java3d.HelloJava3Da"
arrow keys and pgDw, pgUp for object rotation
+/- "global" zoom
a,w,s,d - "global" translation
My question is:
1. how are rotation in java3d is implemented (sometimes the axis are transformated too, sometimes not -> see a) ) and where is my fault in understanding
2. which things/matrix should i use to solve the problem