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A basic 3D rotation (also called elemental rotation) is a rotation about one of the axes of a coordinate system. The following three basic rotation matrices rotate vectors by an angle θ about the x-, y-, or z-axis, in three dimensions, using the right-hand rule—which codifies their alternating signs.
Geometric transformations can be distinguished into two types: active or alibi transformations which change the physical position of a set of points relative to a fixed frame of reference or coordinate system (alibi meaning "being somewhere else at the same time"); and passive or alias transformations which leave points fixed but change the ...
In linear algebra, linear transformations can be represented by matrices.If is a linear transformation mapping to and is a column vector with entries, then there exists an matrix , called the transformation matrix of , [1] such that: = Note that has rows and columns, whereas the transformation is from to .
By extension, this can be used to transform all three basis vectors to compute a rotation matrix in SO(3), the group of all rotation matrices, from an axis–angle representation. In terms of Lie theory, the Rodrigues' formula provides an algorithm to compute the exponential map from the Lie algebra so(3) to its Lie group SO(3).
The generating rotation matrix can be classified with respect to the values θ 1 and θ 2 as follows: If θ 1 = 0 and θ 2 ≠ 0 or vice versa, then the formulae generate simple rotations; If θ 1 and θ 2 are nonzero and θ 1 ≠ θ 2, then the formulae generate double rotations; If θ 1 and θ 2 are nonzero and θ 1 = θ 2, then the formulae ...
Thus, the determinant of a rotation orthogonal matrix must be 1. The only other possibility for the determinant of an orthogonal matrix is −1, and this result means the transformation is a hyperplane reflection, a point reflection (for odd n), or another kind of improper rotation. Matrices of all proper rotations form the special orthogonal ...
Note: solving for ′ returns the resultant angle in the first quadrant (< <). To find , one must refer to the original Cartesian coordinate, determine the quadrant in which lies (for example, (3,−3) [Cartesian] lies in QIV), then use the following to solve for :
In mathematics, a rotation of axes in two dimensions is a mapping from an xy-Cartesian coordinate system to an x′y′-Cartesian coordinate system in which the origin is kept fixed and the x′ and y′ axes are obtained by rotating the x and y axes counterclockwise through an angle .