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 <igor.mironc...@gmail.com> wrote: > 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 + 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. >>>>>>> >>>>>>> _______________________________________________ >>>>>>> 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 >
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