/** * Adjusts the rotation of this {@link ATransformable3D} by the rotation described by the provided * Euler angle. If this is part of a scene graph, the graph will be notified of the change. * * @param rotZ double The pitch angle in degrees. * @return A reference to this {@link ATransformable3D} to facilitate chaining. */ public ATransformable3D setRotZ(double rotZ) { mOrientation.fromEuler(mOrientation.getYaw(), rotZ, mOrientation.getRoll()); mLookAtValid = false; markModelMatrixDirty(); return this; }
/** * Sets the rotation of this {@link ATransformable3D} by the rotation described by the provided * Euler angles. If this is part of a scene graph, the graph will be notified of the change. * * @param rotX double The roll angle in degrees. * @param rotY double The yaw angle in degrees. * @param rotZ double The pitch angle in degrees. * @return A reference to this {@link ATransformable3D} to facilitate chaining. */ public ATransformable3D setRotation(double rotX, double rotY, double rotZ) { mOrientation.fromEuler(rotY, rotZ, rotX); mLookAtValid = false; markModelMatrixDirty(); return this; }
/** * Adjusts the rotation of this {@link ATransformable3D} by the rotation described by the provided * Euler angle. If this is part of a scene graph, the graph will be notified of the change. * * @param rotY double The yaw angle in degrees. * @return A reference to this {@link ATransformable3D} to facilitate chaining. */ public ATransformable3D setRotY(double rotY) { mOrientation.fromEuler(rotY, mOrientation.getPitch(), mOrientation.getRoll()); mLookAtValid = false; markModelMatrixDirty(); return this; }
/** * Sets the rotation of this {@link ATransformable3D} by the rotation described by the provided * Euler angles. If this is part of a scene graph, the graph will be notified of the change. * * @param rotation {@link Vector3} whose components represent the Euler angles in degrees. X = * Roll, Y = Yaw, Z = Pitch. * @return A reference to this {@link ATransformable3D} to facilitate chaining. */ public ATransformable3D setRotation(Vector3 rotation) { mOrientation.fromEuler(rotation.y, rotation.z, rotation.x); mLookAtValid = false; markModelMatrixDirty(); return this; }