# [Interest] Plane rotations

Igor Mironchik igor.mironchik at gmail.com
Wed Apr 5 13:45:56 CEST 2017

```Hi,

05.04.2017 14:29, Paolo Angelelli пишет:
> Just cross N and M to get the vector around which to rotate.
>
> Then use a QQuaternion to set the rotation in the Qt3DCore::QTransform,
> and construct it with fromAxisAndAngle(const QVector3D &axis, float angle)

Ok, I can rotate around the right axis. But what angle should I rotate?

And how can I calculate new normal to the rotated plane?

>
>
> On Wed, 5 Apr 2017 14:18:56 +0300
> Igor Mironchik <igor.mironchik at gmail.com> wrote:
>
>> Hello,
>>
>> Let's say I have two vectors - N (normal vector to plane P1) and M
>> (normal vector to plane P2).
>>
>> How to calculate x, y, z axis rotations angles for plane P2 to make
>> plane P2 parallel to P1?
>>
>> How to calculate x, y, z axis rotations angles for plane P2 to rotate it
>> around vector N?
>>
>> Thank you.
>>
>> And what is the measurement of angle in rotationX() of Qt3DCore::QTransform?
>>
>> I need to calculate angles in this units.
>>
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>
>
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```