So the method that I've used so far to rotate objects in JavaFX was that I layered it in 3 groups, each of them with a Rotate attached and locked to a single axis like so:
Rotate heading, roll, pitch;
Group normalrotate, rollrotate, verticalrotate;
heading.setAxis(new Point3D(0,1,0));
normalrotate.getTransforms().add(heading);
roll.setAxis(new Point3D(0,0,1));
rollrotate.getTransforms().add(roll);
pitch.setAxis(new Point3D(1,0,0));
verticalrotate.getTransforms().add(pitch);
and did a setAngle() for each time I needed to rotate the object. This worked very well for only heading and roll until i decided that I need pitch too. Now a lot of tutorials for OpenGL and alike say that rotational matixes or quaternions are best for these type of rotations, but the javadoc lacks any usefull data regaring this.
Example: What happens when I rotate an object by 180 degrees on the y axis (and what should actually have happened in transparent blue) Am I missing something? All help would be appreciated.