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)
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. > > _______________________________________________ > Interest mailing list > Interest@qt-project.org > http://lists.qt-project.org/mailman/listinfo/interest _______________________________________________ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest