I'll look into p/r/y. > If you are trying to achieve an isometric view, why not use the > OrthogonalLens for your camera?
Mainly because I haven't started addressing any camera issues. Still doing proof-of-concept tests. Thank you for the help! On Jun 17, 9:20 am, savagelook <[email protected]> wrote: > rotationX, rotationY, rotationZ all work in the global coordinate > system. You need to use the functions pitch(), yaw(), and roll() to > achieve the same function in the local coordinate space, > respectively. The following code would rotate your object around its > local Y (up) axis: > obj.yaw(angle); > > If you are trying to achieve an isometric view, why not use the > OrthogonalLens for your camera? > view.camera.lens = new OrthogonalLens(); > > On Jun 16, 5:24 pm, delfeld <[email protected]> wrote: > > > Hello, > > > I am trying to figure out rotations in 3D, but am lousy at matrix > > math. > > > I have rotated a 3D object (MD2 file mesh) so that it looks like an > > isometric view: > > > obj.rotationX = 45; > > > Now I need to rotate this object so that it remains at that angle in > > terms of the camera . . . it has to remain looking isometric and > > standing on the same virtual plane, but I want to see the other side > > of it. > > > I am providing this rotation in one angle, which would be a rotation > > around the "up" axis (which is now 45-degrees offset on the x-axis). > > > How can I do this?
