How does dot product return Angle???
How do you use this dot product??? every where says you can use cos to find the angle.... but how does a scalar value represent 2 axis of rotation...
I dont know why I cant get this... every time I think about it... I''m looking to find 2 return values for axis rotation...
-=CrAKiN:ShOt=-I could put something witty here but I'm not that stupid...
It doesn''t represent 2 axis of rotation, it gives you the angle between two vectors, no more, no less...
Yesterday we still stood at the verge of the abyss,
today we''re a step onward!
Yesterday we still stood at the verge of the abyss,
today we''re a step onward!
Yesterday we still stood at the verge of the abyss,today we're a step onward! Don't klick me!!!
No, it gives you the cosine of the angle between two vectors. In one interpretation.
It also gets a point''s distance from a plane centered at origin.
It also gets a point''s distance from a plane centered at origin.
delete this;
quote:
Original post by Vaporisator
It doesn''t represent 2 axis of rotation, it gives you the angle between two vectors, no more, no less...
to me this doesnt make sense... how does a single value represent the angle between vector A and vector B in 3D space... if you where looking down the Z axis then yeah the angle between them in XY is the dot procutct but how does it also represent the other axis...
-=CrAKiN:ShOt=-I could put something witty here but I'm not that stupid...
I mean sure if you have a vectorXYZ (1,0,0) A and vectorXYZ (0,1,0) then the angle would be 90degs CCW... but what if B was 0,1,1) how CAN a single value also give the angle for the ZY axis...
hmmm... is it like... if you were to make a triangle using 0 A B then its the angle between A and B from 0 looking down the normal???
hmmm... is it like... if you were to make a triangle using 0 A B then its the angle between A and B from 0 looking down the normal???
-=CrAKiN:ShOt=-I could put something witty here but I'm not that stupid...
It''s the angle between the vectors in the plane in which the two vectors act. Think about it, the two vectors define a plane, the angle retrieved from the dot product is in this plane.
Death of one is a tragedy, death of a million is just a statistic.
Death of one is a tragedy, death of a million is just a statistic.
If at first you don't succeed, redefine success.
Oh, hehe, you replied just before me. Your analogy of creating a triangle and the angle being based in that plane is correct.
Death of one is a tragedy, death of a million is just a statistic.
Death of one is a tragedy, death of a million is just a statistic.
If at first you don't succeed, redefine success.
way.... I get it now... I was looking for axis angles... didnt think about angle on its own plane...
-=CrAKiN:ShOt=-I could put something witty here but I'm not that stupid...
July 31, 2002 05:57 PM
dThe DotProduct itself doesnt you the cosine of the angle.
a.b = |a||b|cos(THETA)
cos(THETA) = (a.b) / (|a||b|)
THETA = Arcos((a.b) / (|a||b|))
Seemed to me no one told crakinshot this.
a.b = |a||b|cos(THETA)
cos(THETA) = (a.b) / (|a||b|)
THETA = Arcos((a.b) / (|a||b|))
Seemed to me no one told crakinshot this.
ahh man... this is a tad confussing at first.... the Cross product of 2 vectors returns the normal vector... which I believe is perpendicular to the plane... but becuase I''m also a 3d modeler I see normals as being a vector from the center of the plane moving outward.. the way the plane is facing...
so now I have two different conflicting versions of what a plane normal is...
math was never made to be easy was it...
yeah I know bout how you get the angle thanks... I just needed to know what angle is was refering too... hehe...
so now I have two different conflicting versions of what a plane normal is...
math was never made to be easy was it...
quote:
a.b = |a||b|cos(THETA)
cos(THETA) = (a.b) / (|a||b|)
THETA = Arcos((a.b) / (|a||b|))
Seemed to me no one told crakinshot this.
yeah I know bout how you get the angle thanks... I just needed to know what angle is was refering too... hehe...
-=CrAKiN:ShOt=-I could put something witty here but I'm not that stupid...
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement