If you multiply seperate rotations, the second rotation will use the
resulting object of the first rotation.
If however you want to do several rotations at once, e.g. roll/pitch/yaw for
an aircraft, you should use the
Transform3D.setEuler(Vector3d) method.

Hope this helps,
Martijn Vastenburg

> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Decker, Scott D
> Sent: vrijdag 7 januari 2000 17:47
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] rotX and rotY
>
>
> If you just did this
> Transform3D rotate = new Transform3D();
>
> rotate.rotY(Math.toRadians(90));
> rotate.rotX(Math.toRadians(90));
>
> only the rotation about x would take affect.  This is because
> when you use these
> rotate commands, it clobbers everything else in the matrix.
>
> as in the javadoc for these methods
> public void rotX(double angle)
>
>     Sets the value of this transform to a counter clockwise
> rotation about the x
> axis. All of the
>     non-rotational components are set as if this were an identity matrix.
>
> so, to do the double rotation, you could do this
>
> Transform3D rotateY = new Transform3D();
> Transform3D final_rotate = new Transform3D();
>
> rotateY.rotY(Math.toRadians(90));
> final_rotate.rotX(Math.toRadians(90));
>
> final_rotate.mul(rotateY);
>
> this will give you the double rotation.
>
> Scott
>
>
> Scott Decker
> Research Scientist
> Pacific Northwest National Labs
> [EMAIL PROTECTED]
> please feed the squirrels
>
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