"local" angular velocity of rigidbody3D

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:bust_in_silhouette: Asked By tomeldee


Can anyone help me please how to get the “local” angular velocity of a rotating RigidBody3D?

It’s rotated like this:

wheelRL.apply_torque(wheelRL.transform.basis.x * engineForce * amount)

I’m trying to get it’s angular velocity like this:

var angVelRL = wheelRL.angular_velocity.x

It’s working in some sense, but as I turn around in the world, the calculated velocity changes based on my heading.

I would need it’s angular velocity regardless, of it’s heading.

Thanks in advance!

Seems like you’d just want its angular_velocity property, but based on your example code above, I guess that’s not the case?

RigidBody3D — Godot Engine (stable) documentation in English

jgodfrey | 2023-06-07 20:31

yes I want that simply, but it shows correct amount only if I go in +Z direction.
if I go 90 degrees to the left or right it shows sth around zero
if I go in -Z direction it shows the correct amount in negative

I would want it to show simply the angular velocity of the wheel, regardless of the heading of the vehicle.

and I think it should this way…

tomeldee | 2023-06-07 20:36

can it be possible that this way it shows correct values?

var angVelRL = wheelRL.angular_velocity.length()

now it seems to be showing the same amount in every direction… I just don’t know if it’s correct or not

tomeldee | 2023-06-07 21:04