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Subject: 
Re: Finding a rotation matrix for a triangle
Newsgroups: 
lugnet.cad
Date: 
Mon, 28 Nov 2005 18:55:53 GMT
Viewed: 
1405 times
  
Niels Bugge wrote:

Back in the math class years ago, one of the possible definitions of
a plane was a vector starting in some point on the plane, standing
out at a 90 degrees angle to it. That way you would know the 3d angle
of the plane from the vector.¬
Now, if I could get the 3d rotations of such a vector corresponding
to my triangle, I would be able to place any primitive precisely on
it at the right angle.

You take the cross product of two of the sides of the triangle, this will
give the vector perpendicular to the triangle plane:
http://mathworld.wolfram.com/CrossProduct.html

It will point either upwars or downwards. Unless your triangle is in a known
winding state there's no way to programmatically decide what's up or down.

--
Anders Isaksson, Sweden
BlockCAD:  http://web.telia.com/~u16122508/proglego.htm
Gallery:   http://web.telia.com/~u16122508/gallery/index.htm



Message has 1 Reply:
  Re: Finding a rotation matrix for a triangle
 
Thanks for the formula Anders Do you have any idea on how to convert it to the vector type used in MLcad? (xyz+angle)? Cheers NB (19 years ago, 1-Dec-05, to lugnet.cad)

Message is in Reply To:
  Re: Finding a rotation matrix for a triangle
 
What I mean is: In MLCad, you can take a part, and rotate it via a vector command like turn 45 degrees around y axis clockwise. Or more complex rotations based on more axes. What I would like to know is: How do I find the rotation vector of a plane (...) (19 years ago, 28-Nov-05, to lugnet.cad)

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