I'm working on a little viewer and actually I have a problem understanding rotation.
Out of curiosity I tried
V3D_View::Rotate with the angles from spinboxes, but only rotation around X-axis works as expected. Rotation around Y- or Z-axis don't rotate around the axis, but around a centerline between two axis.
That results in strange views like "Rotation_weird.jpg".
any way - I want to achieve a different rotation. If I understand things right,
V3E_View::Rotation changes camera position, whereas
gp_Trsf modifies geometry. I'd like to workout a rotation based on 3 spinboxes, which neither changes geometry, nor camera position. The 3D-model should rotate in place without changing grid position/rotation and every vertices should return the same coordinates as before rotation.
How could I achieve that? I load the model from cad-file, which generates one shape. I then explore the shape to get all faces, which I display in context. But I don't display toplevel shape. The blue box is generated from bounds of toplevel shape, but it's actually unrelated to the faces.
I'd like to rotate only a single object and have all faces follow that transformation. Guess I should implement some relation between faces and boundary box. But how?