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Question by AlucardJay · Aug 11, 2012 at 06:45 PM · vector3math

method to rotate a Vector3 around a Vector3 by specified direction and degrees

I have created a way to calculate a Vector3 that is rotated around another Vector3, but I would like a way that uses proper Vector3 math (i.e not using an empty gameObject). Can anyone help?

 CartesianCoordinates = new Vector3[12];
 
 var myEmpty : GameObject = new GameObject("GameObject") as GameObject;
 var thePivot : Vector3 = Vector3.zero;
 var rotatedAngleX : float = 60.0;
 
 for (var c : int = 0; c < 12; c ++)
 {
     myEmpty.transform.position = CartesianCoordinates[c];
     myEmpty.transform.RotateAround( thePivot, -Vector3.right, rotatedAngleX );
     CartesianCoordinates[c] = myEmpty.transform.position;
 }


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Answer by idunlop_oefun · Aug 11, 2012 at 07:30 PM

Sorry, I don't use JS - but check out:

 // otherVector is your Vector3 relative to the origin (so you'll have to convert from world space before doing this)    
 Quaternion q = Quaternion.AngleAxis(30, Vector3.up);
 Vector3 rotatedVector = q * otherVector;
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avatar image AlucardJay · Aug 11, 2012 at 08:20 PM 0
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Thanks, I didn't know about AngleAxis. I changed the loop content to the below, and it worked.

 var q : Quaternion = Quaternion.AngleAxis( rotatedAngleX, -Vector3.right );
 CartesianCoordinates[c] = q * CartesianCoordinates[c];

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