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
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 +
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) *
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:
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)
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
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:
>