I am trying to set the rotation of a plane by using three numbers representing the rotation in radians along the x, y, and z axes.
Although I do not have these numbers, I do have a vector called 'myVec' which should be orthogonal to the plane after it has been rotated.
While this vector brings me closer to my goal, I still need to figure out how to generate a rotation matrix from myVec in order to use the THREE.Vector3 function "setEulerFromRotationMatrix".
Creating a rotation matrix involves determining the initial vector that transforms into another vector. This raises the question: should I use the vector (1,1,1) or (1,0,0) as the starting vector?
Furthermore, how can I actually construct the rotation matrix? I have referred to http://en.wikipedia.org/wiki/Rotation_matrix for information, but I only found instructions on converting rotation matrices to other forms.
I believe there is a way to reverse the matrix multiplication process to achieve the desired result. Can anyone provide some guidance on this?