Hello,
I have a situation that which I cannot solve, which is a problem in both the macro and (a bit) the math side. Can anybody help me?
I have a unit vector pointing in a certain direction in a 3d axis (x,y,z). Let's say that the direction is along the x axis (so the vector is (1,0,0)). We will call it vector_original.
That unit vector has now a direction and points towards the y axis (so it is now (0,1,0). Let's call it vector_current.
How do I calculate (using a macro) what the vector is that shows the change in orientation?
I know I have to start with calculating a rotation matrix, by multiplying vector_current with the inverse of vector_original. How do I get the inverse of the original vector? How do I multiply the matrices?
It might be easy with (1,0,0) and (0,1,0), but it should also work with (-0.655654,-0.56291,0.503239) and (1,0,0), and the result should always be a unit vector by itself.
I've been trying to figure this out for days now and I'm a bit desperate.
Please, Help! :)
P.S. -
Unit Vector: SQRT(x2+y2+z2)=1
I have a situation that which I cannot solve, which is a problem in both the macro and (a bit) the math side. Can anybody help me?
I have a unit vector pointing in a certain direction in a 3d axis (x,y,z). Let's say that the direction is along the x axis (so the vector is (1,0,0)). We will call it vector_original.
That unit vector has now a direction and points towards the y axis (so it is now (0,1,0). Let's call it vector_current.
How do I calculate (using a macro) what the vector is that shows the change in orientation?
I know I have to start with calculating a rotation matrix, by multiplying vector_current with the inverse of vector_original. How do I get the inverse of the original vector? How do I multiply the matrices?
It might be easy with (1,0,0) and (0,1,0), but it should also work with (-0.655654,-0.56291,0.503239) and (1,0,0), and the result should always be a unit vector by itself.
I've been trying to figure this out for days now and I'm a bit desperate.
Please, Help! :)
P.S. -
Unit Vector: SQRT(x2+y2+z2)=1