hmm .. I had to do it once,  so I converted the vectors into angles,
then into quaternions, then did a slerp, then converted them back into
vectors. lol

but now that you mention it, I tried to look something up, and I found
this in mathlib.h
// Rotate a vector around the Z axis (YAW)
void VectorYawRotate( const Vector &in, float flYaw, Vector &out)
[....]

apparently this only works if your plane is the ground.

On Wed, 5 Jan 2005 20:14:05 -0500, Jarrett Hawrylak <[EMAIL PROTECTED]> wrote:
> If you didn't understand Botman's link, this link has some information
> on it and a handy C-function which you can use for your mod
> http://astronomy.swin.edu.au/~pbourke/geometry/rotate/
>
>
> On Wed, 5 Jan 2005 14:26:26 -0600, jeff broome <[EMAIL PROTECTED]> wrote:
> > On Wed, 5 Jan 2005 12:16:36 -0800, Trauts <[EMAIL PROTECTED]> wrote:
> >
> > > how can I rotate a 3D vector along a plane?
> >
> > Rotate the vector around the normal (vector) of the plane...
> >
> > http://cadd.web.cern.ch/cadd/cad_geant_int/ddt_long/node14.html
> >
> > Hurray for complex math!
> >
> > Jeffrey "botman" Broome
> >
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