mesh rotation.x is change to -Math.PI/2
gizmo rotate y but rotation.y is change
PG:
run
pointer rotate y
mesh rotation.x is change to -Math.PI/2
gizmo rotate y but rotation.y is change
PG:
run
pointer rotate y
1 rotation axis is dependent of other axis.
that’s why it’s important when you store/restore Euler angles to also define the order of rotation.
rotation on X,Y,Z axis will not give the same if you rotate on Z,Y,X axis.
Moreover, there is an infinite number of Euler rotation for an specific orientation. So, this can make it difficult to compare and debug.
I can continue complaining with Euler rotation for a long time
I want to know, I need help
Mesh rotate x but rotaton.y and rotaton.z is change
I found the following online, does it have anything to do with this?
Euler angles have a Gimbal Lock problem when representing rotations. When one axis is rotated by ±90°, the rotation of the other two axes may cancel out or coincide, resulting in a direction of rotation that is not as expected.
It is expected, because a rotation quaternion can mapping to multiple rotation vectors.