Hey guys, I have 2 grids that have one face each in some random space in 3d and they’re both rotated. The rotation is applied so its all 0’s, but the transformation isn’t (it can be, but it doesn’t have to be). How can I match the rotation of plane A to plane B, without changing the position of plane A’s vertex? Doesn’t matter if it does change first and then I just move it all, but that’s the whole picture.
Obviously this is all way easier to do when the rotation isn’t applied, but unfortunately this is what I have.
My initial feeling is to use the normal of each face to construct a matrix with up and cross product, but I don’t know what to do after that. Any ideas?