I\'m making a 3D portal system in my engine (like Portal game). Each of the portals has its own orientation saved in a quaternion. To render the virtu
I solved my problem. As it turned out I don't need any difference between two rotations. Just multiply one rotation by rotation in 180 degrees, and then multiply by inverse of second rotation that way (using matrices):
Matrix m1 = p1->getOrientation().toMatrix();
Matrix m2 = p2->getOrientation().toMatrix();
Matrix model = m1 * Matrix::rotation(180, Vector3(0,1,0)) * Matrix::inverse(m2);
and translation calculating this way:
Vector3 position = -p2->getPosition();
position = model * position + p1->getPosition();
model = Matrix::translation(position) * model;