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Is there a way to rotate an object around its local coordinate
axes? What I have is this:
Box
scale [ 34.000 10.000 60.000]
rotate [ 5.000 -53.975 0.000]
transl [-44.000 21.000 -8.000]
local coords
scale [ 1.000 1.000 1.000]
rotate [ 0.000 0.000 0.000]
transl [ -1.000 1.000 0.000]
I am trying to make it intersect points
A [-32.000 0.000 76.000]
B [-88.000 16.000 -40.000]
C [ 0.000 26.000 24.000]
to difference it from an object. I have it rotated to where
I want it XY, but when I try rotating it around its Z axis,
it rotates around the WORLD axis, not its own, and the local
coordinate rotation just shears the box at whatever angle,
not at all what I want.
So, what do I do to get the effect I want? If I need to
rotate it on the real-world axes, what formulas do I use
to figure out all 3 angles at the same time?
--
Tim Cook
http://empyrean.scifi-fantasy.com
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