Thank you for the Answer!
I am actually trying to Rotate the Entity though, because funny enough, the Camera ViewMatrix works fine around all Axis with pretty much the Same Code:
public static Matrix4f createViewMatrix(Camera camera)
{
Matrix4f viewMatrix = new Matrix4f();
viewMatrix.identity();
Vector3f cameraPos = camera.getPosition();
viewMatrix
.scale(1f)
.rotate( (float) Math.toRadians(camera.getRoll()), 0, 0, 1)
.rotate( (float) Math.toRadians(camera.getPitch()), 1, 0, 0)
.rotate( (float) Math.toRadians(camera.getYaw()), 0, 1, 0)
.translate(-cameraPos.x, -cameraPos.y, -cameraPos.z);
return viewMatrix;
}
But even with the Code you proposed, the problem remains.
I tried it and the Y-Rotation was fine, it rotated by the Entitys Axis.
But the X-Rotation, and when i added the Z-Rotation, it did the same, again just rotated along the Worlds Axis.
Here is my Implementation:
public static Matrix4f createTransformationMatrix(Vector3f translation,
float rx, float ry, float rz, float scale)
{
Matrix4f matrix = new Matrix4f();
rx = (float) Math.toRadians(rx);
ry = (float) Math.toRadians(ry);
rz = (float) Math.toRadians(rz);
matrix.rotateLocal(ry, 0, 1, 0);
matrix.rotateLocal(rx, 1, 0, 0);
matrix.rotateLocal(rz, 0, 0, 1);
matrix.translateLocal(translation.x, translation.y, translation.z);
return matrix;
}