I'm trying to rotate a 3D model on multiple axes at once using the phone's accelerometers. When I do this, I use setToRotation()
however, this only does one axis at a time.
For example:
ModelInstance modelInstance = instances.first();
//ROLL
modelInstance.transform.setToRotation(Vector3.Z, phoneAccel.y*9);
//PITCH
modelInstance.transform.setToRotation(Vector3.X, phoneAccel.z*9);
The phone is in forced-landscape mode. I get the instance of the model I want to rotate.
I set the Vector3 phoneAccel
based on Gdx.input.getAccelerometerX/Y/Z()
.
In the above example, both lines of code work correctly, but only independently. When I try to use both (one after another) the first rotate (ROLL) is removed. I would have thought the two rotation matrices would be cumulated, ie, the Z Axis is applied a rotation, and then the X Axis is applied a rotation.
Do I need to create my own cumulative rotation matrix, and then apply that at the end?
Any thoughts? Cheers
Matrix4#setToRotation
will remove any other transformation (like rotation) previously set (hence the name "setTo"). To add a rotation transformation to an already rotated matrix, use the rotate
method instead. This will post-multiply the transformation.
modelInstance.transform.setToRotation(Vector3.Z, phoneAccel.y*9);
modelInstance.transform.rotate(Vector3.X, phoneAccel.z*9);
However this will not produce your desired result, since you want the rotations to independent from each other (the rotation around the Z axis should not influence the rotation around the X axis for example). For this you can use euler angles:
modelInstance.transform.setFromEulerAngles(yaw, pitch, roll);
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