I'm trying to write a MovementBehavior class that moves (translates/rotates)
the view in a way that looks like the object is rotating instead of the
view.   I want to use keystrokes to increase and decrease the angle in each
plane that the object appears to be rotated through.  In reality, my view is
moving around on a sphere, always pointing at (0,0,0).

I've thought of using the lookAt method of Transform3D, but would still have
trouble defining which direction is "up", so I'm just creating rotation
matrices and multiplying them by my Transform matrix successively to get the
final transform.  My angle calculations are not quite right, so the object
in my view appears to translate around the screen as I "rotate" it.

Is there an algorithm for manipulating a transform matrix to make the
illusion that the object in the view is rotating through arbitrary angles on
the 3 planes?

Daniel

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