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Gaming > Development Programming Algorithms > Re: Tangent for...
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Re: Tangent for 3D vectors

by Erik Max Francis <max@[EMAIL PROTECTED] > Apr 26, 2008 at 01:03 PM

kalaiselvam.p@[EMAIL PROTECTED]
 wrote:

> 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.

What you're describing is a vector perpendicular to the first vector, 
not a tangent of any kind.

In two dimensions, there are an infinite number of vectors orthogonal to 
a particular vector, and they're all scalar multiples of each other. 
Such a vector is indeed given by your example of k (-y, x).

In three dimensions, there are also an infinite number of vectors 
orthogonal to a particular vector, but they're not scalar multiples of 
each other.  In fact there are an infinite number of directions in which 
such a vector can point, so you're going to have to be specific about 
which one you want.

-- 
Erik Max Francis && max@[EMAIL PROTECTED]
 && http://www.alcyone.com/max/
  San Jose, CA, USA && 37 18 N 121 57 W && AIM, Y!M erikmaxfrancis
   The multitude of books is making us ignorant.
    -- Voltaire
 




 5 Posts in Topic:
Tangent for 3D vectors
kalaiselvam.p@[EMAIL PROT  2008-04-25 23:42:30 
Re: Tangent for 3D vectors
Andreas Wagner <thewan  2008-04-26 11:13:09 
Re: Tangent for 3D vectors
Erik Max Francis <max@  2008-04-26 13:03:17 
Re: Tangent for 3D vectors
Tom Plunket <gamedev@[  2008-05-02 00:08:39 
Re: Tangent for 3D vectors
Erik Max Francis <max@  2008-05-02 01:44:16 

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tan12V112 Sat Jul 26 2:13:17 CDT 2008.