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.mironc...@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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