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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: 
5686 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 (21 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 (...) (21 years ago, 28-Nov-05, to lugnet.cad)

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