A rotation matrix is a matrix which when multiplied by a vector has the effect of changing the direction of the vector but not its magnitude.
is orthonormal if its column vectors form an orthonormal basis of , that is, the scalar product between any two column vectors is zero (orthogonality) and the scalar product of a column vector with itself is unity (normalization).
The inverse of a rotation matrix is its transpose:
The matrix to rotate a column vector in cartesian coordinates about the origin is:
In three dimensions, a rotation can be defined by three Euler angles, , or by a single angle of rotation, , and the direction of a vector, , about which to rotate.
The matrix to rotate a column vector in cartesian coordinates about the origin is:
\cos \alpha \cos \gamma - \sin \alpha \cos \beta \sin \gamma & - \sin \alpha \cos \gamma - \cos \alpha \cos \beta \sin \gamma & \sin \beta \sin \gamma \\ \cos \alpha \sin \gamma + \sin \alpha \cos \beta \cos \gamma & - \sin \alpha \sin \gamma + \cos \alpha \cos \beta \cos \gamma & - \sin \beta \cos \gamma \\ \sin \alpha \sin \beta & \cos \alpha \sin \beta & \cos \beta
\end{bmatrix}
or:
Taking the second form of this matrix, and substituting the unit vectors , and gives the following matricies for rotation about the cartesian axes:
In flight dynamics, the roll, pitch and yaw angles are usually given the symbols , , and , respectively, however here the symbols , , and are used to avoid confusion with the Euler angles.
Any 3-dimensional rotation matrix can be characterised by the three angles , , and , and
\mathbb{R}^{3\times 3}\,\Leftrightarrow\,\exist\,\theta_R,\theta_P,\theta_Y\in[0\ldots\pi):\,\mathcal{M}=\mathcal{Y}(\theta_Y)\,\mathcal{P}(\theta_P)\,\mathcal{R}(\theta_R)
The set of all rotations about a given axis, together with the operation of composition, form a continuous group. The matrices discussed here then provide a representation of the group.
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It uses material from the
"Rotation matrix".
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