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