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Question by Damon117 · Jul 27, 2016 at 09:38 AM · rotationvector3normal

Rotate plane by normal, how to calculate new position?

I hava a plane, which I know the normal(normal0), and 2 points(pointA, pointB).

Now I have another normal:normal1.

I need to rotate plane from normal0 to normal1 around pointA, How can I know the new position pointB after rotation?


The func would be like:

Vector3 changeNormal(Vector3 normal0, Vector3 normal2, Vector3 pointA, Vector3 pointB) { .....

return newPointB

}

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Answer by rocket350 · Jul 27, 2016 at 10:49 AM

This function should just do the trick:

  Vector3 changeNormal(Vector3 normal0, Vector3 normal2, Vector3 pointA, Vector3 pointB) {
     Quaternion rotation = Quaternion.FromToRotation(normal0, normal2); //Get rotation between both normals
     Vector3 rotationDir = pointB - pointA; // Get point direction relative to pivot
     rotationDir = rotation * rotationDir; // Rotate it
     pointB = rotationDir + pointA; // Calculate rotated point
     return pointB;
 }
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avatar image nausicaa · Jul 18, 2020 at 03:08 PM 0
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Thanks a lot !!! It's kind of basic but I was blocked on this

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