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Question by Arkaid · Aug 18, 2016 at 08:13 AM · rotationtransformquaternionrollangleaxis

Finding roll angle

I've been scratching my head for days now, if someone could help with this, I'd appreciate it.

Basically, I have an object with a well defined "forward" (blue), "up" (green) and "right" (red) vectors. Now say I rotate this object in the world arbitrarily. I need to find out how much it rolled around its forward vector (angle in degrees, with zero being not having rolled at all: ie, "up" is still "up")

The following image might help a bit: Roll problem

Please keep in mind that rotations might stack with a parent, so localRotation doesn't work, unless the parent is still.

Also, in the special case that "forward" is aligned with "up", the new "up" should be the world's "back".

roll-problem.png (43.3 kB)
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avatar image ForeignGod · Aug 18, 2016 at 08:37 AM 0
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You could store the original position rotate then store the new rotation angle and compare the two. if i understood your problem correctly.

https://docs.unity3d.com/ScriptReference/Transform-eulerAngles.html

avatar image Arkaid ForeignGod · Aug 18, 2016 at 08:41 AM 0
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Compare what with what? :3

Euler angles would only work "forward" (the blue vector) was aligned with x y or z. But, it might be pointing anywhere.

It's more like angle-axis, although I need to know the angle for a given axis, regardless of the quaternion. If the axis is perpendicular to the rotation, then the angle would be zero, if that makes any sense to you :3

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