Re: [Interest] Plane rotations

2017-04-05 Thread Mike Chinander
The following is equivalent to your equation: float cosAngle = QVector3D::dotProduct(v1.normalized(), v2.normalized()); Your numerator is the dot product and the denominator does the normalization (makes them unit vectors). On Wed, Apr 5, 2017 at 7:50 AM, Igor Mironchik

Re: [Interest] Plane rotations

2017-04-05 Thread Igor Mironchik
Hi, 05.04.2017 15:13, Sean Harmer пишет: Yes, just use the dot product. You want to say, that QVector3D::dotProduct() will give me an angle? Sean On Wednesday 05 April 2017 14:59:48 Igor Mironchik wrote: Hi, I Googled it and found: The cos of angle between vectors is: |(ax*bx + ay*by +

Re: [Interest] Plane rotations

2017-04-05 Thread Sean Harmer
Yes, just use the dot product. Sean On Wednesday 05 April 2017 14:59:48 Igor Mironchik wrote: > 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) *

Re: [Interest] Plane rotations

2017-04-05 Thread Igor Mironchik
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:

Re: [Interest] Plane rotations

2017-04-05 Thread Igor Mironchik
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 , float angle)

Re: [Interest] Plane rotations

2017-04-05 Thread Igor Mironchik
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 , float angle) Ok, I can rotate around the right axis. But

Re: [Interest] Plane rotations

2017-04-05 Thread Paolo Angelelli
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 , float angle) On Wed, 5 Apr 2017 14:18:56 +0300 Igor Mironchik wrote: >

[Interest] Plane rotations

2017-04-05 Thread Igor Mironchik
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?