I have 2 vectors with the same origin, and I would simply like to rotate one to match the other. However, I just can't find the math to be able to compute the x angle, the y angle and the z angle (World coordinates) between the two.
It would also work to get this angles in Local coordinates, I don't know if it helps but the rotation around the Forward vector (Local Y) can be anything it doesn't matter. I only need my object to be facing the right direction.
How could I do ?
There are many ways to approach this. Let me first suggest the cross product, as it is easier to understand than most alternatives (like Quaternions) and might Point you in the right direction.
Basically the cross product between two vectors (
b) results in a third vector (
c)which is perpendicular to both. It is also interesting to note, that the length of this third vector is exactly
length(a)*length(b)*sin(Theta), where Theta is the angle between
Here is what it looks like:
c.x = a.y * b.z - a.z * b.y c.y = a.z * b.x - a.x * b.z c.z = a.x * b.y - a.y * b.x
A very simple formula.
Now the trick is, to normalize
b. Which means to set their length to 1. This is done by taking the vector and dividing each component by it's length
length_a = sqrt(a_old.x * a_old.x + a_old.y * a_old.y + a_old.z * a_old.z) a.x = a_old.x / length_a a.y = a_old.y / length_a a.z = a_old.z / length_a
Using both normalized vectors as Input for the cross product will result in
c's length being
1 * 1 * sin(Theta) or just
(As an alternative, you can also do this with a dot product, as Dmitry Bychenko pointed out in the comments)
What can you do next? You can now freely rotate either
b around vector
c using a Rotation Matrix. Do note however, that you would need to normalize
c again to do this.