Rotation
Rotation is a basic transformation used in computer graphics to change the orientation of an object. It involves rotating the object around a fixed point, known as the pivot point or center of rotation. Rotation can be performed in 2D or 3D graphics.
In 2D graphics, rotation is performed using a 3x3 transformation matrix:
```
[ cosθ -sinθ 0 ]
[ sinθ cosθ 0 ]
[ 0 0 1 ]
```
where `θ` is the angle of rotation in radians.
To apply this matrix to a 2D point `(x, y)`, we multiply it by the matrix as follows:
```
[ x' ] [ cosθ -sinθ 0 ] [ x ]
[ y' ] = [ sinθ cosθ 0 ] * [ y ]
[ 1 ] [ 0 0 1 ] [ 1 ]
```
where `(x', y')` are the new coordinates of the point after rotation.
In 3D graphics, rotation can be performed around any axis using a 4x4 transformation matrix. The matrix depends on the axis of rotation and the angle of rotation. For example, to rotate around the x-axis by an angle of `θ`, we use the following matrix:
```
[ 1 0 0 0 ]
[ 0 cosθ -sinθ 0 ]
[ 0 sinθ cosθ 0 ]
[ 0 0 0 1 ]
```
To rotate around the y-axis or z-axis, we modify the matrix accordingly.
To apply the matrix to a 3D point `(x, y, z)`, we multiply it by the matrix as follows:
```
[ x' ] [ 1 0 0 0 ] [ x ]
[ y' ] = [ 0 cosθ -sinθ 0 ] * [ y ]
[ z' ] [ 0 sinθ cosθ 0 ] [ z ]
[ 1 ] [ 0 0 0 1 ] [ 1 ]
```
where `(x', y', z')` are the new coordinates of the point after rotation.
Rotation is a useful transformation in computer graphics that can be used to create animations and simulate the movement of objects in a scene.
No comments:
Post a Comment