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Rotate

Rotate refers to a rigid motion that turns every point of a figure around a fixed point in a plane or around a fixed axis in space. The center or axis remains fixed while other points describe circular paths. Rotations preserve distances and angles, and they preserve orientation in the plane.

In two dimensions, a rotate by angle θ around the origin sends a point (x, y) to (x

In three dimensions, a rotate by angle θ occurs about a specified axis. General 3D rotation can

Algebraically, the set of all rotations about a fixed origin forms the special orthogonal group SO(n); in

Applications of rotation include computer graphics and animation, robotics and kinematics, aerospace navigation, crystallography, and image

cos
θ
−
y
sin
θ,
x
sin
θ
+
y
cos
θ).
This
action
can
be
represented
by
the
rotation
matrix
[cos
θ,
−sin
θ;
sin
θ,
cos
θ].
Rotations
can
be
composed
by
adding
their
angles
(mod
2π).
be
described
by
axis-angle
form,
a
rotation
matrix,
or
a
quaternion.
Unlike
2D
rotations,
3D
rotations
are
not
commutative;
the
order
of
successive
rotations
matters.
Rodrigues’
formula
provides
a
direct
way
to
compute
a
rotation
matrix
from
an
axis
and
angle,
and
quaternions
offer
a
compact,
numerically
stable
representation
for
combining
rotations.
2D
this
group
is
isomorphic
to
the
circle
group
S^1.
Rotations
are
inverse
to
themselves
and
can
be
reversed
by
rotating
by
the
opposite
angle.
processing.
Common
notations
involve
rotation
matrices,
Euler
angles,
and
quaternions,
each
with
its
own
advantages
and
potential
drawbacks,
such
as
gimbal
lock
in
Euler-angle
representations.