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Severi Salminen <sev### [at] notthissaunalahtifiinvalid> wrote:
> My head is spinning. I have a fairly simple task:
> V1 = 0,1,0 (this is a vector pointing up along y-axis)
> V2 = user defined unit vector pointing anywhere.
> How do I rotate V1 using rotateX(), rotateY() and rotateZ() so that it
> equals V2?
> This would be intersting, too:
> What is the resulting 4x4 transformation matrix that does the same thing?
> Actually, I'd prefer just the transformation matrix because I guess I
> could avoid using trigonometric functions back and forth.
You can find it in transform.inc, as the PointAt() macro.
--
- Warp
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