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Question by LeoninGames · Jan 12, 2018 at 07:14 PM · rotationangleorientation

How get angle for full rotation

Hello everyone! Here is the problem: there is an object that rotates only along one axis (x, y or z) and this axis is parallel to the world axis. The starting angle can be any. How to calculate the time for which the division of the changing angle by 90 becomes 0 (ie, all the local axes of the object become parallel to the world axes), given the angular velocity (may be negative).

Here's a video to make it clear why I need it: Test

This is the code I thought of writing, but it does not work correctly:

 public static float GetAngleForCompliteRotation(Transform target, Vector3 rotationAxis, Rigidbody rb)
 {
     float deltaAngle = 0;
 
    if (rotationAxis == -Utilites.RoundVectorTo(target.right, 1) ||
         rotationAxis == Utilites.RoundVectorTo(target.right, 1))
         deltaAngle = rb.rotation.eulerAngles.x;

     else if (rotationAxis == -Utilites.RoundVectorTo(target.forward, 1) ||
              rotationAxis == Utilites.RoundVectorTo(target.forward, 1))
         deltaAngle = rb.rotation.eulerAngles.z;

     else if (rotationAxis == -Utilites.RoundVectorTo(target.up, 1) ||
              rotationAxis == Utilites.RoundVectorTo(target.up, 1))
         deltaAngle = rb.rotation.eulerAngles.y;

     return deltaAngle % 90;
 }

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