How to properly apply transformations to OpenGL models - ipad

I've been trying to figure this out for six months now, and have a workable solution, but I just can't figure out how to get my model to behave exactly how I want. I'm rendering a 3D model with an arcball rotation implementation and zoom/pan functionality for the iPad, although the transformation code will be identical to that of desktop OpenGL. Currently, the user has the ability to change the center of rotation of the model by clicking on the model. The center of rotation changes, but the origin stays stationary which causes the model to move away from where the user touched the screen. What I would like it to do is allow the user to touch the model and have the model stay stationary, but have it move the origin to where the user touched. I'm not sure what transformations or the order of transformations needed to do this. The current order of transformations is:
glPushMatrix();
glTranslatef(pan.x, pan.y, 0);
glMultMatrixf(mat); //this is my rotation/scale matrix I get from my arcball class
glTranslatef(-origin.x, -origin.y, -origin.z);
//draw model
glPopMatrix();
Any idea what changes need to be made to make it so the origin moves instead of the model?

At first blush, I'd say you should shift the scene's origin to the desired rotation point before applying the rotation matrix, so that the shift happens along the global axes. then apply the rotation matrix, draw the item, and shift the origin back to the original origin for the rest of the display function (which should be taken care of in the glPopMatrix).
glPushMatrix();
glTranslatef(pan.x, pan.y, 0);
glTranslatef(-origin.x, -origin.y, -origin.z);
glMultMatrixf(mat); //this is my rotation/scale matrix I get from my arcball class
//draw model
glPopMatrix();

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First thoughts, but there may be better solutions:
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I'm working on developing iOS AR application using ARKit + Core location. And the points which are displayed on the map using coordinates move from place to place when I go. But I need they are displayed on the same place.
Here you can see the example of what I mean:
https://drive.google.com/file/d/1DQkTJFc9aChtGrgPJSziZVMgJYXyH9Da/view?usp=sharing
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I currently have a scene which contains a central node at the root of the scene with earth-like geometry and a node representing a flying vehicle.
However I cannot find the right approach to control the movement of the vehicle. I need the ability to turn left and right while orbiting at a static altitude and speed.
I have tried many combinations of animations and physics body forces all leading to undesirable results.
The closest I've come is:
Setting the pivot property of the vehicle to the centre of the scene
Then setting an Action like below to control moving forward
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Then finally applying forces for turning left and right with
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However I cannot seem to set the pivot and/or position to the right value to get the desired result.
Edit: It appears as the above method would be the solution I'm looking for, however for some reason when I add geometry to the vehicle node, it's position in the scene graph gets changed dramatically. When I add hardcoded buttons to change it's position to where it belongs it appears correct for only that single frame then straight back to being in the middle of nowhere.
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If I understand what you are trying to achieve correctly, you can try this:
add a first node to your scene, positioned at (0,0,0) and make it rotate forever along the Y axis using an SCNAction
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rotate your ship node along the X axis with an action or an animation

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for days now I am trying to solve this, apparently I just can't get affine transforms.
Basically, I would like to rotate a movie multiple times by 90 degrees. There is a good example here:
Rotating Video w/ AVMutableVideoCompositionLayerInstruction
but this works only for the first rotation, while I would like to rotate it from portrait to landscape, back to portrait, back to landscape.
Whatever I tried, I get absolutely weird results. Unfortunately, even after much reading, my understanding of affine transforms obviously did not improve either.
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regardless of its current orientation.
Apply a translation to move the layer into the center.
This should be called each time I click on a button.
But whatever I try, the layer is rotating correctly, but the translation is moving the layer out of the center. What is the right way to do this?
But whatever I try, the layer is rotating correctly, but the translation is moving the layer out of the center. What is the right way to do this?
The right way to do this is with 2 transforms: one to rotate, and one to translate. At the beginning of the processing, make sure that your current position is set - by assigning the current transform at the start of processing. Then, create two independent transforms - one for rotate, and the other for translation. You can 'concat' these two transforms to create a new one which does both operations - but if you expect the translation to function 'in place', be sure to re-set the original transform before you apply the new one.

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