How can I use vectors and trig functions to find rotations for alignment?

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  • Thread starter Thread starter onegun
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    Rotation Vectors
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SUMMARY

This discussion focuses on using vectors and trigonometric functions to calculate rotations for aligning one vector to the surface normal of an object. The user seeks assistance in writing a script that queries the surface normal and applies direction cosines and trigonometric functions, but is encountering issues with the results. A suggestion is made to refer to Euler angles for potential solutions.

PREREQUISITES
  • Understanding of vector mathematics
  • Familiarity with trigonometric functions and their inverses
  • Knowledge of surface normals in 3D geometry
  • Basic programming skills for scripting
NEXT STEPS
  • Research "Euler angles" for rotation calculations
  • Explore "direction cosines" in vector alignment
  • Learn about "quaternions" for 3D rotations
  • Investigate "surface normal calculations" in 3D graphics
USEFUL FOR

This discussion is beneficial for software developers, game developers, and anyone involved in 3D modeling or graphics programming who needs to understand vector alignment and rotation techniques.

onegun
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Hey all,
Im hoping this is going in the correct place.

Im actually working on a script and realized that I've forgotten a majority of the calculus and other math i once knew :)

What I am trying to do is write a script where i query the surface normal of an object and find the rotations to align another vector to that normal.

Looking through, i found references to direction cosines and using other trig/inverse trig functions to do this, but they arent returning the results i need.

Any suggestions/advice would be greatly appreciated.

Thanks Guys
 
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Welcome to PF!

Hey onegun! Welcome to PF! :wink:

I'm not sure what you're trying to do …

but does this help … http://en.wikipedia.org/wiki/Euler_angles" ? :smile:
 
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