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Rotation matrix

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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.

Properties

[\mathcal\in\mathbb^] is a rotation matrix if and only if [\mathcal] is orthonormal.

[\mathcal] is orthonormal if its column vectors form an orthonormal basis of [\mathbb^], 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:

[\mathcal\,\mathcal^=\mathcal\,\mathcal^\top=\mathcal] where [\mathcal] is the identity matrix.

Two dimensions

In two dimensions, a rotation can be defined by a single angle, [\theta]. Conventionally, positive angles represent anti-clockwise rotation.

The matrix to rotate a column vector in cartesian coordinates about the origin is:

[ M(\theta) = \begin \cos & -\sin \\ \sin & \cos \end]

Three dimensions

In three dimensions, a rotation can be defined by three Euler angles, [(\alpha,\beta,\gamma)], or by a single angle of rotation, [\theta], and the direction of a vector, [\hat} = (x,y,z)], about which to rotate.

The matrix to rotate a column vector in cartesian coordinates about the origin is:

[ M(\alpha,\beta,\gamma) = \begin
\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 ]
or:

[ M(\hat},\theta) = \begin \cos \theta + (1 - \cos \theta) x^2 & (1 - \cos \theta) x y + (\sin \theta) z & (1 - \cos \theta) x z - (\sin \theta) y \\ (1 - \cos \theta) y x - (\sin \theta) z & \cos \theta + (1 - \cos \theta) y^2 & (1 - \cos \theta) y z + (\sin \theta) x\\ (1 - \cos \theta) z x + (\sin \theta) y & (1 - \cos \theta) z y - (\sin \theta) x & \cos \theta + (1 - \cos \theta) z^2 \end ]

Roll, Pitch and Yaw

Taking the second form of this matrix, and substituting the unit vectors [\mathbf], [\mathbf] and [\mathbf] gives the following matricies for rotation about the cartesian axes:

[ \mathcal(\theta_R):= \begin 1 & 0 & 0 \\ 0 & \cos & \sin \\ 0 & - \sin & \cos \end ] where [\theta_R] is the roll angle.
[ \mathcal(\theta_P):= \begin \cos & 0 & - \sin \\ 0 & 1 & 0 \\ \sin & 0 & \cos \end ] where [\theta_P] is the pitch angle.
[ \mathcal(\theta_Y):= \begin \cos & \sin & 0 \\ - \sin & \cos & 0 \\ 0 & 0 & 1 \end] where [\theta_Y] is the yaw angle.
In flight dynamics, the roll, pitch and yaw angles are usually given the symbols [\gamma], [\beta], and [\alpha], respectively, however here the symbols [\theta_R], [\theta_P], and [\theta_Y] are used to avoid confusion with the Euler angles.

Any 3-dimensional rotation matrix [\mathcal\in\mathbb^] can be characterised by the three angles [\theta_R], [\theta_P], and [\theta_Y], and

[\mathcal] is rotation matrix in [
\mathbb^\,\Leftrightarrow\,\exist\,\theta_R,\theta_P,\theta_Y\in[0\ldots\pi):\,\mathcal=\mathcal(\theta_Y)\,\mathcal(\theta_P)\,\mathcal(\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.

See also

External links

 


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