This problem is dependent on the order in which you rotate around the
individual axis. Imaging a man standing; the x axis is to his right
(initially), the y axis is forward, and the z axis is up. Rotate first
around the z axis (now he faces left) and then around the y axis (now he
is face down pointing to the left). Reversing the order by which you
apply the z and y rotations gives an entirely different result. Rotate
first about the y axis (now he is laying on his side to the left) and
then around the z axis (now he is laying on his side with his head in
the -y direction).
You might be interested, however, in the setEuler method of Transform3D:
setEuler
public final void setEuler(Vector3d euler)
Sets the rotational component (upper 3x3) of this transform to the
rotation matrix converted from the Euler angles provided; the other
non-rotational elements are set as if this were an identity matrix.
The euler parameter is a Vector3d consisting of three rotation
angles applied first about the X, then Y then Z axis. These
rotations are applied using a static frame of reference. In other
words, the orientation of the Y rotation axis is not affected by the
X rotation and the orientation of the Z rotation axis is not
affected by the X or Y rotation.
Parameters:
euler - the Vector3d consisting of three rotation angles about X,Y,Z
Hope this helps,
-Todd
Brad Urani wrote:
>how do i set up a rotation matrix (or AxisAngle) given
>three seperate rotation angles, for instance, rotate
>90 degrees around the x axis, 45 degrees around the y
>axis, and 30 degrees around the z axis. What books can
>you guys recommend to learn 3d matrix math from?
>
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