Direction Cosines and Rotation Angles












0












$begingroup$


I'm rotating an object in $3D$ space with respect to a relative base, or reference frame. I'm using a normal vector to represent the rotation angles.
Suppose you have an object parallel to the reference frame; in this case the object has the following normal vector: $v=[0, 0, 1]$. So, the normal vector makes $90^circ$ with x-axis and y-axis and $0^circ$ with z-axis. (I suppose z-axis is the principle axis).



My question is: If we rotate the object $30^circ$ around x-axis; what is the direction normal and the angles? is the change only on the angle around x-axis or z-axis also. I noted when I rotate $30^circ$ around x-axis the z-axis also rotated with the same amount. This confused me.
Any Help!.










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  • $begingroup$
    What matrix are you using and what's your final vector?
    $endgroup$
    – MasterOfBinary
    Nov 11 '13 at 22:50
















0












$begingroup$


I'm rotating an object in $3D$ space with respect to a relative base, or reference frame. I'm using a normal vector to represent the rotation angles.
Suppose you have an object parallel to the reference frame; in this case the object has the following normal vector: $v=[0, 0, 1]$. So, the normal vector makes $90^circ$ with x-axis and y-axis and $0^circ$ with z-axis. (I suppose z-axis is the principle axis).



My question is: If we rotate the object $30^circ$ around x-axis; what is the direction normal and the angles? is the change only on the angle around x-axis or z-axis also. I noted when I rotate $30^circ$ around x-axis the z-axis also rotated with the same amount. This confused me.
Any Help!.










share|cite|improve this question











$endgroup$












  • $begingroup$
    What matrix are you using and what's your final vector?
    $endgroup$
    – MasterOfBinary
    Nov 11 '13 at 22:50














0












0








0


0



$begingroup$


I'm rotating an object in $3D$ space with respect to a relative base, or reference frame. I'm using a normal vector to represent the rotation angles.
Suppose you have an object parallel to the reference frame; in this case the object has the following normal vector: $v=[0, 0, 1]$. So, the normal vector makes $90^circ$ with x-axis and y-axis and $0^circ$ with z-axis. (I suppose z-axis is the principle axis).



My question is: If we rotate the object $30^circ$ around x-axis; what is the direction normal and the angles? is the change only on the angle around x-axis or z-axis also. I noted when I rotate $30^circ$ around x-axis the z-axis also rotated with the same amount. This confused me.
Any Help!.










share|cite|improve this question











$endgroup$




I'm rotating an object in $3D$ space with respect to a relative base, or reference frame. I'm using a normal vector to represent the rotation angles.
Suppose you have an object parallel to the reference frame; in this case the object has the following normal vector: $v=[0, 0, 1]$. So, the normal vector makes $90^circ$ with x-axis and y-axis and $0^circ$ with z-axis. (I suppose z-axis is the principle axis).



My question is: If we rotate the object $30^circ$ around x-axis; what is the direction normal and the angles? is the change only on the angle around x-axis or z-axis also. I noted when I rotate $30^circ$ around x-axis the z-axis also rotated with the same amount. This confused me.
Any Help!.







geometry matrices 3d






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edited Jul 11 '15 at 10:57









Harish Chandra Rajpoot

29.6k103772




29.6k103772










asked Nov 11 '13 at 22:22









CS2013CS2013

365




365












  • $begingroup$
    What matrix are you using and what's your final vector?
    $endgroup$
    – MasterOfBinary
    Nov 11 '13 at 22:50


















  • $begingroup$
    What matrix are you using and what's your final vector?
    $endgroup$
    – MasterOfBinary
    Nov 11 '13 at 22:50
















$begingroup$
What matrix are you using and what's your final vector?
$endgroup$
– MasterOfBinary
Nov 11 '13 at 22:50




$begingroup$
What matrix are you using and what's your final vector?
$endgroup$
– MasterOfBinary
Nov 11 '13 at 22:50










1 Answer
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$begingroup$

I'll assume you mean the object's position when you say $v = (0,0,1)$. Since the object lies on the $z$-axis, rotation of $30$ degrees about $x$-axis, then the direction normal changes with $theta$ as it goes from $0$ to $30$, and $x$ gets fixed:



In a right-hand-rule system, rotation around $x$-axis analogous to standard rotation in the $xy$-plane (around $z$-axis), we have that the $y$-axis takes the place of $x$-axis, and $z$-axis takes the place of $y$-axis.



$$
R_{theta}(x,y,z) = (x, e^{itheta}cdot (y + zi))
$$



i.e. treat $(y,z)$ like a complex number and multiply to get the $costheta, sintheta$ formulas.



The unit vector tangent to the direction of motion starts out as the $-hat{y}$ (the unit vector parallel to $y$-axis), and progresses with $theta$ as
$$
R_{theta}(0, 1, 0) = (0, e^{itheta} (1 + 0i)) = (0, costheta, sintheta)
$$



Expanding the first one also gives you a vector normal to the direction of rotation, but clearly there are infinitely many normal vectors to the circular path to choose from.






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    $begingroup$

    I'll assume you mean the object's position when you say $v = (0,0,1)$. Since the object lies on the $z$-axis, rotation of $30$ degrees about $x$-axis, then the direction normal changes with $theta$ as it goes from $0$ to $30$, and $x$ gets fixed:



    In a right-hand-rule system, rotation around $x$-axis analogous to standard rotation in the $xy$-plane (around $z$-axis), we have that the $y$-axis takes the place of $x$-axis, and $z$-axis takes the place of $y$-axis.



    $$
    R_{theta}(x,y,z) = (x, e^{itheta}cdot (y + zi))
    $$



    i.e. treat $(y,z)$ like a complex number and multiply to get the $costheta, sintheta$ formulas.



    The unit vector tangent to the direction of motion starts out as the $-hat{y}$ (the unit vector parallel to $y$-axis), and progresses with $theta$ as
    $$
    R_{theta}(0, 1, 0) = (0, e^{itheta} (1 + 0i)) = (0, costheta, sintheta)
    $$



    Expanding the first one also gives you a vector normal to the direction of rotation, but clearly there are infinitely many normal vectors to the circular path to choose from.






    share|cite|improve this answer









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      0












      $begingroup$

      I'll assume you mean the object's position when you say $v = (0,0,1)$. Since the object lies on the $z$-axis, rotation of $30$ degrees about $x$-axis, then the direction normal changes with $theta$ as it goes from $0$ to $30$, and $x$ gets fixed:



      In a right-hand-rule system, rotation around $x$-axis analogous to standard rotation in the $xy$-plane (around $z$-axis), we have that the $y$-axis takes the place of $x$-axis, and $z$-axis takes the place of $y$-axis.



      $$
      R_{theta}(x,y,z) = (x, e^{itheta}cdot (y + zi))
      $$



      i.e. treat $(y,z)$ like a complex number and multiply to get the $costheta, sintheta$ formulas.



      The unit vector tangent to the direction of motion starts out as the $-hat{y}$ (the unit vector parallel to $y$-axis), and progresses with $theta$ as
      $$
      R_{theta}(0, 1, 0) = (0, e^{itheta} (1 + 0i)) = (0, costheta, sintheta)
      $$



      Expanding the first one also gives you a vector normal to the direction of rotation, but clearly there are infinitely many normal vectors to the circular path to choose from.






      share|cite|improve this answer









      $endgroup$
















        0












        0








        0





        $begingroup$

        I'll assume you mean the object's position when you say $v = (0,0,1)$. Since the object lies on the $z$-axis, rotation of $30$ degrees about $x$-axis, then the direction normal changes with $theta$ as it goes from $0$ to $30$, and $x$ gets fixed:



        In a right-hand-rule system, rotation around $x$-axis analogous to standard rotation in the $xy$-plane (around $z$-axis), we have that the $y$-axis takes the place of $x$-axis, and $z$-axis takes the place of $y$-axis.



        $$
        R_{theta}(x,y,z) = (x, e^{itheta}cdot (y + zi))
        $$



        i.e. treat $(y,z)$ like a complex number and multiply to get the $costheta, sintheta$ formulas.



        The unit vector tangent to the direction of motion starts out as the $-hat{y}$ (the unit vector parallel to $y$-axis), and progresses with $theta$ as
        $$
        R_{theta}(0, 1, 0) = (0, e^{itheta} (1 + 0i)) = (0, costheta, sintheta)
        $$



        Expanding the first one also gives you a vector normal to the direction of rotation, but clearly there are infinitely many normal vectors to the circular path to choose from.






        share|cite|improve this answer









        $endgroup$



        I'll assume you mean the object's position when you say $v = (0,0,1)$. Since the object lies on the $z$-axis, rotation of $30$ degrees about $x$-axis, then the direction normal changes with $theta$ as it goes from $0$ to $30$, and $x$ gets fixed:



        In a right-hand-rule system, rotation around $x$-axis analogous to standard rotation in the $xy$-plane (around $z$-axis), we have that the $y$-axis takes the place of $x$-axis, and $z$-axis takes the place of $y$-axis.



        $$
        R_{theta}(x,y,z) = (x, e^{itheta}cdot (y + zi))
        $$



        i.e. treat $(y,z)$ like a complex number and multiply to get the $costheta, sintheta$ formulas.



        The unit vector tangent to the direction of motion starts out as the $-hat{y}$ (the unit vector parallel to $y$-axis), and progresses with $theta$ as
        $$
        R_{theta}(0, 1, 0) = (0, e^{itheta} (1 + 0i)) = (0, costheta, sintheta)
        $$



        Expanding the first one also gives you a vector normal to the direction of rotation, but clearly there are infinitely many normal vectors to the circular path to choose from.







        share|cite|improve this answer












        share|cite|improve this answer



        share|cite|improve this answer










        answered Nov 12 '13 at 0:10









        BananaCatsBananaCats

        9,25552458




        9,25552458






























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