Re: Tangent for 3D vectors
- From: kalaiselvam.p@xxxxxxxxx
- Date: Sun, 27 Apr 2008 23:45:49 -0700 (PDT)
On Apr 27, 12:09 am, "Bartc" <b...@xxxxxxxxxx> wrote:
<kalaiselva...@xxxxxxxxx> wrote in message
news:b16b02bc-6d9b-4043-afa7-4ec5ec651931@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Dear All,
I am developing a 3D car game in C++ using openGL. To calculate the
Ground Velocity, I need the formula to calculate tangent for 3D
vector. I got the tangent for 2D vector from some game samples (i.e.,
Tangent for 2D vector (x,y) = (-y,x)). Please help me to find out the
tangent for 3D vector.
(-y,x) is perpendicular to (x,y). ((y,-x) is also perpendicular in the other
direction.)
For the vector (x,y,z), there are any number of vectors perpendicular to it.
You need to be clearer as to what you need.
--
Bartc
Thanks for all. I got the solution after getting the normal to that
vector.
Regards,
Kalai
.
- References:
- Tangent for 3D vectors
- From: kalaiselvam . p
- Re: Tangent for 3D vectors
- From: Bartc
- Tangent for 3D vectors
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