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  2. Rotation matrix - Wikipedia

    en.wikipedia.org/wiki/Rotation_matrix

    To find the angle of a rotation, once the axis of the rotation is known, select a vector v perpendicular to the axis. Then the angle of the rotation is the angle between v and Rv. A more direct method, however, is to simply calculate the trace: the sum of the diagonal elements of the rotation matrix.

  3. 2D computer graphics - Wikipedia

    en.wikipedia.org/wiki/2D_computer_graphics

    In 3-dimensional space, every rotation can be interpreted as a rotation by a given angle about a single fixed axis of rotation (see Euler's rotation theorem), and hence it can be simply described by an angle and a vector with 3 entries. However, it can also be represented by the 9 entries of a rotation matrix with 3 rows and 3 columns.

  4. Rotations and reflections in two dimensions - Wikipedia

    en.wikipedia.org/wiki/Rotations_and_reflections...

    An xy-Cartesian coordinate system rotated through an angle to an x′y′-Cartesian coordinate system 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 ...

  5. Two-dimensional space - Wikipedia

    en.wikipedia.org/wiki/Two-dimensional_space

    A two-dimensional space is a mathematical space with two dimensions, meaning points have two degrees of freedom: their locations can be locally described with two coordinates or they can move in two independent directions. Common two-dimensional spaces are often called planes, or, more generally, surfaces. These include analogs to physical ...

  6. Isometric video game graphics - Wikipedia

    en.wikipedia.org/wiki/Isometric_video_game_graphics

    One of the most common problems with programming games that use isometric (or more likely dimetric) projections is the ability to map between events that happen on the 2d plane of the screen and the actual location in the isometric space, called world space. A common example is picking the tile that lies right under the cursor when a user clicks.

  7. Axis–angle representation - Wikipedia

    en.wikipedia.org/wiki/Axis–angle_representation

    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 ...

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    mail.aol.com

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  9. Quaternions and spatial rotation - Wikipedia

    en.wikipedia.org/wiki/Quaternions_and_spatial...

    3D visualization of a sphere and a rotation about an Euler axis (^) by an angle of In 3-dimensional space, according to Euler's rotation theorem, any rotation or sequence of rotations of a rigid body or coordinate system about a fixed point is equivalent to a single rotation by a given angle about a fixed axis (called the Euler axis) that runs through the fixed point. [6]