[Interest] Plane rotations
Igor Mironchik
igor.mironchik at gmail.com
Wed Apr 5 13:59:48 CEST 2017
Hi,
I Googled it and found:
The cos of angle between vectors is:
|(ax*bx + ay*by + az*bz)
-------------------------------------------------------- sqrt(ax*ax +
ay*ay + az*az) * sqrt(bx*bx + by*by + bz*bz)|
05.04.2017 14:52, Igor Mironchik пишет:
>
>
> 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 already know it...
>
> 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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