Reputation: 41
I have three Vector3 points in 3D space. I need to copy the rotation (the tangent?) of this triangle to the orientation of a 3D model. How can I calculate the triangles Vector3 tangent or create a rotation matrix out of those points?
Upvotes: 0
Views: 1258
Reputation: 26592
Finding the angle of a triangle is described here: Find the normal angle of the face of a triangle in 3D, given the co-ordinates of its vertices
Suppose you find the normal and call it N'. It should be trivial for you to write the normal of the "unrotated" triangle, N, eg <1, 0, 0>. It should also be trivial to figure out how to rotate from N to N' and you can create a rotation matrix for it with Matrix.CreateFromAxisAngle in XNA. This matrix should rotate everything like you want.
Upvotes: 2