# [Interest] Plane rotations

Igor Mironchik igor.mironchik at gmail.com
Wed Apr 5 13:52:37 CEST 2017

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05.04.2017 14:45, Igor Mironchik пишет:
> 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?

This is my question.

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

I just need to know what angle should I rotate.

>
>>
>>
>> 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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>

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