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Home/ Questions/Q 3452132
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Editorial Team
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Editorial Team
Asked: May 18, 20262026-05-18T09:13:17+00:00 2026-05-18T09:13:17+00:00

I’m trying to rotate a model by (float) Math.atan2(-camX.getXf() * padX, -camDir.getZf() * padY)

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I’m trying to rotate a model by

(float) Math.atan2(-camX.getXf() * padX, -camDir.getZf() * padY)

Y

and

-MathUtils.HALF_PI

Z

But

model.setRotation(new Matrix3(1,0,0,
                              0,(float) Math.atan2(-camX.getXf() * padX, -camDir.getZf() * padY),0,
                              0,0,-MathUtils.HALF_PI));

It rotates on the y axis (Though it’s sideways because it’s a md2 model) but rotating the Z axis doesn’t make it right side up. Any idea why?

Each variable is in it’s respective area of the matrix.

EDIT: alright, now I’m using this code:

float x = 0;
            float y = (float) Math.atan2(-camX.getXf() * padX, -camDir.getZf() * padY);
            float z = (float) -MathUtils.HALF_PI;

            float a = (float) Math.sin(x);
            float A = (float) Math.cos(x);
            float b = (float) Math.sin(y);
            float B = (float) Math.cos(y);
            float c = (float) Math.sin(z);
            float C = (float) Math.cos(z);

            Matrix3 m = new Matrix3(A*b, -(B*a),b,
                                   (C*a)+(A*b*c), (A*C)-(a*b*c), -(B*c),
                                   (a*c)-(A*C*b), (A*c)+(C*a*b), B*C); 

But now none of the axis are rotating correctly.

This is how the matrix is set up:

xx, xy, xz, 
yx, yy, yz, 
zx, zy, zz
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-18T09:13:18+00:00Added an answer on May 18, 2026 at 9:13 am

    Rotation matrices don’t work this way. Angles don’t go into matrices! Instead I assume that Java handles a rotation matrix just like any other transformation matrix in cartesian coordinates. Since I think you don’t want to input the rotation matrix by hand, you are probably better off starting with a new Matrix3 (I hope it is automatically initialized at the identity matrix), and then successively rotating it using rotateX(float x), rotateY(float y) and rotateZ(float z), where x, y, z are the angles you want to rotate about. (In case you are using com.threed.jpct.Matrix, at least.) Note that the result does depend on the succession of the three rotations.

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