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When using the strike, two directions can be measured at 180° apart, at either clockwise or counterclockwise of north. One common convention is to use the "right-hand rule" (RHR) where the plane dips down towards the right when facing the strike direction, or that the dip direction should be 90° clockwise of the strike direction.
The azimuth angle θ appears to equal positive 90°, as rotated counterclockwise from the azimuth-reference x–axis; and the inclination φ appears to equal 30°, as rotated from the zenith–axis. (Note the 'full' rotation, or inclination, from the zenith–axis to the y–axis is 90°).
Rotation formalisms are focused on proper (orientation-preserving) motions of the Euclidean space with one fixed point, that a rotation refers to.Although physical motions with a fixed point are an important case (such as ones described in the center-of-mass frame, or motions of a joint), this approach creates a knowledge about all motions.
The angle θ and axis unit vector e define a rotation, concisely represented by the rotation vector θe.. In mathematics, the axis–angle representation parameterizes a rotation in a three-dimensional Euclidean space by two quantities: a unit vector e indicating the direction of an axis of rotation, and an angle of rotation θ describing the magnitude and sense (e.g., clockwise) of the ...
Rotation can have a sign (as in the sign of an angle): a clockwise rotation is a negative magnitude so a counterclockwise turn has a positive magnitude. A rotation is different from other types of motions: translations , which have no fixed points, and (hyperplane) reflections , each of them having an entire ( n − 1) -dimensional flat of ...
For example, to study the equations of ellipses and hyperbolas, the foci are usually located on one of the axes and are situated symmetrically with respect to the origin. If the curve (hyperbola, parabola , ellipse, etc.) is not situated conveniently with respect to the axes, the coordinate system should be changed to place the curve at a ...
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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 :