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World space rotation / local space rotation

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Hi, I have following question: how to determine both _Rotation and _RotationMatrix when UseLocalAxes is true? When UseLocalAxes = false everything is ok, but transformation are done in WORLD space of course...
void CNode::Rotate(const D3DXVECTOR3& Value, bool UseLocalAxes)
{
  if (UseLocalAxes)
  {
    // ???
  }
  else
  {
    _Rotation += Value;
  
    D3DXMatrixRotationYawPitchRoll(&_RotationMatrix, _Rotation.y, _Rotation.x, _Rotation.z);
  }
}

void CNode::SetRotation(const D3DXVECTOR3& Value, bool UseLocalAxes)
{
  if (UseLocalAxes)
  {
    // ???
  }
  else
  {
    _Rotation = Value;
  
    D3DXMatrixRotationYawPitchRoll(&_RotationMatrix, _Rotation.y, _Rotation.x, _Rotation.z);
  }
}

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You won't be able to using D3DXMatrixRotationYawPitchRoll, since the rotation order needs to be reversed in order for it to appear as though you're using the local frame instead of the world frame. However if you build the rotation matrix out of the X, Y, and Z axis rotations, then you could easily reverse them. So YXZ is the order you want when using the world frame, and ZXY is the order you want when using the local frame.

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