I have a question concerning model rotation in XNA. The question is - what should I do (which values should be changed and how) to rotate green model in that way (red arrows):
http://img843.imageshack.us/i/question1.jpg/
Code used to draw :
DrawModel(elementD, new Vector3(-1, 0.5f, 0.55f), 0,-90,0);
private void DrawModel(Model model, Vector3 position, float rotXInDeg, float rotYInDeg, float rotZInDeg)
{
float rotX = (float)(rotXInDeg * Math.PI / 180);
float rotY = (float)(rotYInDeg * Math.PI / 180);
float rotZ = (float)(rotZInDeg * Math.PI / 180);
Matrix worldMatrix = Matrix.CreateScale(0.5f, 0.5f, 0.5f) * Matrix.CreateRotationY(rotY) *Matrix.CreateRotationX(rotX)*Matrix.CreateRotationZ(rotZ)* Matrix.CreateTranslation(position);
Matrix[] xwingTransforms = new Matrix[model.Bones.Count];
model.CopyAbsoluteBoneTransformsTo(xwingTransforms);
foreach (ModelMesh mesh in model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.View = cam.viewMatrix;
effect.Projection = cam.projectionMatrix;
effect.World = (xwingTransforms[mesh.ParentBone.Index] * worldMatrix);
}
mesh.Draw();
}
}
So I tried to apply your solution by changing my code slightly:
Matrix worldMatrix = Matrix.CreateScale(0.5f, 0.5f, 0.5f) * Matrix.CreateRotationY(rotY) * Matrix.CreateRotationX(rotX) * Matrix.CreateTranslation(position)
* Matrix.CreateRotationX((float)(45 * Math.PI / 180)) * Matrix.CreateRotationZ(rotZ) * Matrix.CreateRotationX((float)(-45 * Math.PI / 180));
By changing rotZ parameter indeed I was able to rotate the model. However the effect is not what I wanted to achieve http://img225.imageshack.us/i/questionau.jpg/, it changed its position. Is it because of a faulty model or some other mistake? I want the "cylinder" to remain in its position. Do you know how can I do this?