Incorrect 180 degree rotation

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:bust_in_silhouette: Asked By tem12qaz

I am using the following way to rotate an object:

transform.basis = transform.basis.rotated(new, ang*delta)

Where new is roughly equal to the x-axis and ang * delta <0.001
In general, everything works

But if before that there was a rotation along the z axis. When x-axis rotation is 90 degrees or more, the object is rotated 180 degrees along the y-axis.

I have absolutely no idea what’s going on. I would be very grateful for solving the problem

Hi,
can you provide a working example of your problem?
Sounds like some gimbal lock effect.

klaas | 2020-10-03 17:42

Hey. what example do you mean?

tem12qaz | 2020-10-03 17:47

a bit of code with the effect youve descriped that i can throw in godot to have a look

klaas | 2020-10-03 18:14

Sorry for the long answer, I was very busy. There is a lot of code here, but not all

vel1.y = -vel.y
vel1.x = 0
vel1.z = 0
if vel:
	vel = vel.rotated(Vector3(0,1,0), sum_rot_y)
	vel1 = vel1.rotated(Vector3(0,1,0), sum_rot_y)
	
	vel = vel.rotated(Vector3(1,0,0), rotation.x)
	vel1 = vel1.rotated(Vector3(1,0,0), rotation.x)
	
	vel = vel.rotated(Vector3(0,0,1), rotation.z)
	vel1 = vel1.rotated(Vector3(0,0,1), rotation.z)
		
	vel1 = vel1.rotated(Vector3(0,1,0), rotation.y)
	vel = vel.rotated(Vector3(0,1,0), rotation.y)
	
	print(vel1.normalized(), rotation.y)	
	ang1 = vel.angle_to(pre_vel)
	if $RayCast.is_colliding():
		normal = $RayCast.get_collision_normal()
		normal = Vector3(stepify(normal.x, 0.01),stepify(normal.y, 0.01),stepify(normal.z, 0.01))
		vel1 = vel1.normalized()
		vel1 = Vector3(stepify(vel1.x, 0.01),stepify(vel1.y, 0.01),stepify(vel1.z, 0.01))
		new = vel1.cross(normal).normalized()

		ang = stepify(vel1.angle_to(normal), 0.0000001)			
		if ang != 0:

			if new != Vector3():
				print(rotation.y,'          ', new,'          ',ang*delta)
				transform.basis = transform.basis.rotated(new, ang*delta)
				print(rotation.y,'          ', new,'          ',ang*delta)
				vel = vel.rotated(new,ang*delta*5)	
				ang1 = rotation.y
				
				if abs(rotation.y - ang1) >1:
					transform.basis = transform.basis.rotated(new, 3.1416)
	else:
		normal = 0
		ang = 0

tem12qaz | 2020-10-05 15:29