Reputation: 2192
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
Upvotes: 4
Views: 8684
Reputation: 9803
The method setToRotation
sets the model to this rotation, as the name says. This means, that you "overwrite" the rotation arround the Z-Axis and set it to a rotation ONLY arround the X-Axis.
There are different ways to do what you want to achieve:
Quaternion
s like @noone said.rotate
. If you do that you need to stor your current rotation in forexample a Vector2
, where the x value is the current rotation arround Z-Axis and the y value is the rotation arround the X-Axis.setToRotation
, with a custom axis, which you construct our of the phoneAccel
values.The setToRotation
method gives you the posibility to define a Vector3 direction
and a Vector3 face
, defining which face should look to this direction.
For example:
modelInstance.transform.setToRotation(Vector3.Z, Vector3.Y)
will make his top look inot Z-Direction. With a Vector3(0, -1, 0)
his bottom (maybe his feet) will look in that direction.
Hope it is clear
Upvotes: 2
Reputation: 8123
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);
Upvotes: 8