I am using a Kinect to get the vector whose origin and terminal points are my two hands. I would like this vector to be the normal of a plane – the plane, in this case, is a circle jit.gl.gridshape. I need a way to turn the angles between this vector and the three axes (which I already have!) into values to feed into the gridshape’s rotatexyz so that it’s perpendicular to the line between my hands. I’d like to know what math I need to do this – I am terrible with linear algebra and vector mathematics and am finding it really hard to follow the information I find online.
I have been Googling math for hours now, trying everything I came across – to no avail. I also searched the forum and could not find references to this ‘task’ or similar ones.