I am making a Rubik's cube program. That will simulate a Rubik's cube. I am having problems with gimbal lock. I need to know how to avoid it. To my understanding I can either multiply the x, y, z rotation matrices in a specific order to acquire the rotation I am trying to get. Or I can use a quaternion which is like rotating around a single user defined axis instead of the axis x, y, or z. I can't really understand visually how I can get the resulting axis from two other axis. (x, y, z) How can I get the resulting axis for my quaternion from my Euler rotations? Will it just result in gimbal lock again?
One of the big problems is. I don't know what rotations are going to be made. I need to make it general purpose.
Edit: Little bit more documentation of my problem:
My Euler matrix multiplication looks like this
rotate = XMMatrixRotationX(content.mesh[meshToRotate[i]].rotation.x) * XMMatrixRotationY(content.mesh[meshToRotate[i]].rotation.y) * XMMatrixRotationZ(radians); content.mesh[meshToRotate[i]].rotation.z = radians;
As a gimbal lock would suggest the last axis in the rotation gets the problem. When you attempt to rotate the front or back face you get problems.