David Ben-Yaacov wrote:
AxisAngle4f axisAngle = new AxisAngle4f(-1, -1, -1, (float)0);
foo.setRotation(axisAngle);
I would think that the AxisAngle perfectly describes a rotational component pointed downward and to the lower left, and that the Transform3D would now be pointed towards that direction. I guess I'm missing something huge.
No, the vector describes the axis you want to ROTATE ABOUT, not the
direction you want to rotate into.
Want you want is to input the euler angles, e.g. rotation about x,y and z.
You can do them one at a time, then mul() the Transform3Ds that results
from them. Be careful to do it in the right order.
Regards
Nikolai
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