More often than not ... if I need two vectors to be perpendicular ... I used the e3d_vec:cross( ) in order to ensure that.
For example ... I have a single vector ... and I need any of its perpendiclar vectors (family of vectors) ... I can take
Vector A
compute any old random vector which is not equal to A .... call it B.
C = Then e3d_vec:cross(A,B)
C will be perfectly perpendicular to A by definaition. And then you could of course compute the third mutually perp B prime B2 using {A,C}
Not sure if this helps at all.
If you believe MathcWorld ... then the ZERO VALUE for perpendiculars is correct.
So e3d_vec seems correct.
For example ... I have a single vector ... and I need any of its perpendiclar vectors (family of vectors) ... I can take
Vector A
compute any old random vector which is not equal to A .... call it B.
C = Then e3d_vec:cross(A,B)
C will be perfectly perpendicular to A by definaition. And then you could of course compute the third mutually perp B prime B2 using {A,C}
Not sure if this helps at all.
If you believe MathcWorld ... then the ZERO VALUE for perpendiculars is correct.
So e3d_vec seems correct.