Hello Panagiotis,
> Sorry if this is a stupid question but I can't find how to solve this!
> Assume that a vector (x1, 0.0, 0.0) is on the x axis. Lets say that
> we have another vector (x2, y2, z2), with the same length. How can I
> find the rotations that I have to apply to the initial vector
>
Thanks! Works great!
Panagiotis Papadakos
On Sun, 11 Nov 2007, Will Dicharry wrote:
> I believe the osg::Quat makeRotate(v1, v2) method will do it. This
> method produces the quaternion required to rotate from v1 to v2.
>
> Will
>
> On Nov 11, 2007 1:31 PM, Panagiotis Papadakos <[EMAIL
I believe the osg::Quat makeRotate(v1, v2) method will do it. This
method produces the quaternion required to rotate from v1 to v2.
Will
On Nov 11, 2007 1:31 PM, Panagiotis Papadakos <[EMAIL PROTECTED]> wrote:
> Hi.
>
> Sorry if this is a stupid question but I can't find how to solve this!
> Ass
Hi.
Sorry if this is a stupid question but I can't find how to solve this!
Assume that a vector (x1, 0.0, 0.0) is on the x axis. Lets say that
we have another vector (x2, y2, z2), with the same length. How can I
find the rotations that I have to apply to the initial vector
so that we get the sec
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