rotate vector around another vector The 2019 Stack Overflow Developer Survey Results Are In Announcing the arrival of Valued Associate #679: Cesar Manara Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)I want to rotate a point on a sphere surfaceGeometric interpretation of element by element division of one vector by anotherFind the line that passes by $P=(1,-2,3)$ and has angle $45$ and $60$ respectively with the $x$ and $y$ axisAn orthogonal transformation with determinant 1 rotate $mathbbR^3$ around an axis.Surface Area of unit n-sphere covered by rotating a unit vector around a fixed unit vector such that angle between the two vectors is always fixed.How to rotate in quaternions but for 2d version for arbitrary angle?Rotating direction vector in $mathbbR^n$Rotate a vector in 4D spaceVector operation question - rotate a 2d vector based on angleHow do I calculate a real angle between two Euler angles?

What do I do when my TA workload is more than expected?

Why are PDP-7-style microprogrammed instructions out of vogue?

Can we generate random numbers using irrational numbers like π and e?

Would an alien lifeform be able to achieve space travel if lacking in vision?

What happens to a Warlock's expended Spell Slots when they gain a Level?

Can withdrawing asylum be illegal?

Can a flute soloist sit?

What is the padding with red substance inside of steak packaging?

Why can I use a list index as an indexing variable in a for loop?

Did the new image of black hole confirm the general theory of relativity?

Why doesn't shell automatically fix "useless use of cat"?

Accepted by European university, rejected by all American ones I applied to? Possible reasons?

How to handle characters who are more educated than the author?

Am I ethically obligated to go into work on an off day if the reason is sudden?

Categorical vs continuous feature selection/engineering

Is there a writing software that you can sort scenes like slides in PowerPoint?

Windows 10: How to Lock (not sleep) laptop on lid close?

Solving overdetermined system by QR decomposition

Can the DM override racial traits?

Student Loan from years ago pops up and is taking my salary

number sequence puzzle deep six

Did the UK government pay "millions and millions of dollars" to try to snag Julian Assange?

What information about me do stores get via my credit card?

Is it ethical to upload a automatically generated paper to a non peer-reviewed site as part of a larger research?



rotate vector around another vector



The 2019 Stack Overflow Developer Survey Results Are In
Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)I want to rotate a point on a sphere surfaceGeometric interpretation of element by element division of one vector by anotherFind the line that passes by $P=(1,-2,3)$ and has angle $45$ and $60$ respectively with the $x$ and $y$ axisAn orthogonal transformation with determinant 1 rotate $mathbbR^3$ around an axis.Surface Area of unit n-sphere covered by rotating a unit vector around a fixed unit vector such that angle between the two vectors is always fixed.How to rotate in quaternions but for 2d version for arbitrary angle?Rotating direction vector in $mathbbR^n$Rotate a vector in 4D spaceVector operation question - rotate a 2d vector based on angleHow do I calculate a real angle between two Euler angles?










2












$begingroup$


If I have vectors $a = (1,0,0)$, $b = (0,1,0)$, and $c=(0,0,1)$ and I want to rotate them counterclockwise at rate $r$ rad/sec around vector (1,1,1). What are the formulas for $a, b, c$?










share|cite|improve this question











$endgroup$











  • $begingroup$
    en.wikipedia.org/wiki/Rotation_operator_(vector_space)
    $endgroup$
    – user12205
    Sep 23 '11 at 20:54










  • $begingroup$
    ^lol both of their links are broken: http://en.wikipedia.org/wiki/Rotation_operator_(vector_space)
    $endgroup$
    – anon
    Sep 23 '11 at 21:58










  • $begingroup$
    @anon Oops, I think I pasted the broken link by mistake :)
    $endgroup$
    – Srivatsan
    Sep 23 '11 at 22:10










  • $begingroup$
    weird, I just copy pasted it
    $endgroup$
    – user12205
    Sep 23 '11 at 22:28






  • 1




    $begingroup$
    @SuperGuy If you want to rotate around some vector and not the origin, you should translate to the origin, do the rotation and retranslate. Try this reference, it gives a clear and full explanation: Rotation About an Arbitrary Axis in 3 Dimensions, inside.mines.edu/~gmurray/ArbitraryAxisRotation
    $endgroup$
    – user12205
    Sep 23 '11 at 23:12















2












$begingroup$


If I have vectors $a = (1,0,0)$, $b = (0,1,0)$, and $c=(0,0,1)$ and I want to rotate them counterclockwise at rate $r$ rad/sec around vector (1,1,1). What are the formulas for $a, b, c$?










share|cite|improve this question











$endgroup$











  • $begingroup$
    en.wikipedia.org/wiki/Rotation_operator_(vector_space)
    $endgroup$
    – user12205
    Sep 23 '11 at 20:54










  • $begingroup$
    ^lol both of their links are broken: http://en.wikipedia.org/wiki/Rotation_operator_(vector_space)
    $endgroup$
    – anon
    Sep 23 '11 at 21:58










  • $begingroup$
    @anon Oops, I think I pasted the broken link by mistake :)
    $endgroup$
    – Srivatsan
    Sep 23 '11 at 22:10










  • $begingroup$
    weird, I just copy pasted it
    $endgroup$
    – user12205
    Sep 23 '11 at 22:28






  • 1




    $begingroup$
    @SuperGuy If you want to rotate around some vector and not the origin, you should translate to the origin, do the rotation and retranslate. Try this reference, it gives a clear and full explanation: Rotation About an Arbitrary Axis in 3 Dimensions, inside.mines.edu/~gmurray/ArbitraryAxisRotation
    $endgroup$
    – user12205
    Sep 23 '11 at 23:12













2












2








2





$begingroup$


If I have vectors $a = (1,0,0)$, $b = (0,1,0)$, and $c=(0,0,1)$ and I want to rotate them counterclockwise at rate $r$ rad/sec around vector (1,1,1). What are the formulas for $a, b, c$?










share|cite|improve this question











$endgroup$




If I have vectors $a = (1,0,0)$, $b = (0,1,0)$, and $c=(0,0,1)$ and I want to rotate them counterclockwise at rate $r$ rad/sec around vector (1,1,1). What are the formulas for $a, b, c$?







euclidean-geometry






share|cite|improve this question















share|cite|improve this question













share|cite|improve this question




share|cite|improve this question








edited Sep 23 '11 at 21:08









NKS

3,7051626




3,7051626










asked Sep 23 '11 at 20:48









SuperGuySuperGuy

111




111











  • $begingroup$
    en.wikipedia.org/wiki/Rotation_operator_(vector_space)
    $endgroup$
    – user12205
    Sep 23 '11 at 20:54










  • $begingroup$
    ^lol both of their links are broken: http://en.wikipedia.org/wiki/Rotation_operator_(vector_space)
    $endgroup$
    – anon
    Sep 23 '11 at 21:58










  • $begingroup$
    @anon Oops, I think I pasted the broken link by mistake :)
    $endgroup$
    – Srivatsan
    Sep 23 '11 at 22:10










  • $begingroup$
    weird, I just copy pasted it
    $endgroup$
    – user12205
    Sep 23 '11 at 22:28






  • 1




    $begingroup$
    @SuperGuy If you want to rotate around some vector and not the origin, you should translate to the origin, do the rotation and retranslate. Try this reference, it gives a clear and full explanation: Rotation About an Arbitrary Axis in 3 Dimensions, inside.mines.edu/~gmurray/ArbitraryAxisRotation
    $endgroup$
    – user12205
    Sep 23 '11 at 23:12
















  • $begingroup$
    en.wikipedia.org/wiki/Rotation_operator_(vector_space)
    $endgroup$
    – user12205
    Sep 23 '11 at 20:54










  • $begingroup$
    ^lol both of their links are broken: http://en.wikipedia.org/wiki/Rotation_operator_(vector_space)
    $endgroup$
    – anon
    Sep 23 '11 at 21:58










  • $begingroup$
    @anon Oops, I think I pasted the broken link by mistake :)
    $endgroup$
    – Srivatsan
    Sep 23 '11 at 22:10










  • $begingroup$
    weird, I just copy pasted it
    $endgroup$
    – user12205
    Sep 23 '11 at 22:28






  • 1




    $begingroup$
    @SuperGuy If you want to rotate around some vector and not the origin, you should translate to the origin, do the rotation and retranslate. Try this reference, it gives a clear and full explanation: Rotation About an Arbitrary Axis in 3 Dimensions, inside.mines.edu/~gmurray/ArbitraryAxisRotation
    $endgroup$
    – user12205
    Sep 23 '11 at 23:12















$begingroup$
en.wikipedia.org/wiki/Rotation_operator_(vector_space)
$endgroup$
– user12205
Sep 23 '11 at 20:54




$begingroup$
en.wikipedia.org/wiki/Rotation_operator_(vector_space)
$endgroup$
– user12205
Sep 23 '11 at 20:54












$begingroup$
^lol both of their links are broken: http://en.wikipedia.org/wiki/Rotation_operator_(vector_space)
$endgroup$
– anon
Sep 23 '11 at 21:58




$begingroup$
^lol both of their links are broken: http://en.wikipedia.org/wiki/Rotation_operator_(vector_space)
$endgroup$
– anon
Sep 23 '11 at 21:58












$begingroup$
@anon Oops, I think I pasted the broken link by mistake :)
$endgroup$
– Srivatsan
Sep 23 '11 at 22:10




$begingroup$
@anon Oops, I think I pasted the broken link by mistake :)
$endgroup$
– Srivatsan
Sep 23 '11 at 22:10












$begingroup$
weird, I just copy pasted it
$endgroup$
– user12205
Sep 23 '11 at 22:28




$begingroup$
weird, I just copy pasted it
$endgroup$
– user12205
Sep 23 '11 at 22:28




1




1




$begingroup$
@SuperGuy If you want to rotate around some vector and not the origin, you should translate to the origin, do the rotation and retranslate. Try this reference, it gives a clear and full explanation: Rotation About an Arbitrary Axis in 3 Dimensions, inside.mines.edu/~gmurray/ArbitraryAxisRotation
$endgroup$
– user12205
Sep 23 '11 at 23:12




$begingroup$
@SuperGuy If you want to rotate around some vector and not the origin, you should translate to the origin, do the rotation and retranslate. Try this reference, it gives a clear and full explanation: Rotation About an Arbitrary Axis in 3 Dimensions, inside.mines.edu/~gmurray/ArbitraryAxisRotation
$endgroup$
– user12205
Sep 23 '11 at 23:12










2 Answers
2






active

oldest

votes


















0












$begingroup$

Wiki Rotation matrix has a lot of information on rotating around X, Y, Z separately by $alpha, beta, gamma$. These matrices can be multiplied together to get more complex rotations, but you will need to know how many rads to rotate around each axis.



And finally a rotation matrix that takes a vector and theta to create and can rotate a point/Vector around it. (I would like to know how this is Matrix is developed)



Rotation Matrix given Unit vector to rotate around and Theta



You will need to set up the rotation matrix $R$ and multiply $a' = Ra , b' = Rb , c' = Rc$. Use trial and error to figure +/- Theta to get clockwise rotation (This may depend on the "camera" orientation).



My own example on KA Shows a gray vector rotating around a red vector. Both are focused at the origin, so it creates a cone like shape.






share|cite|improve this answer









$endgroup$




















    0












    $begingroup$

    As an alternative, you can use quaternions!



    Quaternions are an extension of the complex numbers that very nicely represent rotations in three dimensions. If you want to rotate by an angle $theta$ around an axis $langle x, y, z rangle$, you first create a quaternion as follows:



    $$q = cos(fractheta2) + x sin(fractheta2) i + y sin(fractheta2) j + z sin(fractheta2) k$$



    Now you can apply this to a point $a$ to rotate it:



    $$a' = q a barq$$



    (where the overbar indicates the "conjugate": flip the signs on every term except the first).



    Note: this is a very very short overview of the math behind this. If you're working in some sort of 3D modelling software like Unity, all of this math will be implemented for you, most likely in a quaternion library. Searching for "quaternion rotation" will get you more details.






    share|cite|improve this answer









    $endgroup$













      Your Answer








      StackExchange.ready(function()
      var channelOptions =
      tags: "".split(" "),
      id: "69"
      ;
      initTagRenderer("".split(" "), "".split(" "), channelOptions);

      StackExchange.using("externalEditor", function()
      // Have to fire editor after snippets, if snippets enabled
      if (StackExchange.settings.snippets.snippetsEnabled)
      StackExchange.using("snippets", function()
      createEditor();
      );

      else
      createEditor();

      );

      function createEditor()
      StackExchange.prepareEditor(
      heartbeatType: 'answer',
      autoActivateHeartbeat: false,
      convertImagesToLinks: true,
      noModals: true,
      showLowRepImageUploadWarning: true,
      reputationToPostImages: 10,
      bindNavPrevention: true,
      postfix: "",
      imageUploader:
      brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
      contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
      allowUrls: true
      ,
      noCode: true, onDemand: true,
      discardSelector: ".discard-answer"
      ,immediatelyShowMarkdownHelp:true
      );



      );













      draft saved

      draft discarded


















      StackExchange.ready(
      function ()
      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fmath.stackexchange.com%2fquestions%2f67060%2frotate-vector-around-another-vector%23new-answer', 'question_page');

      );

      Post as a guest















      Required, but never shown

























      2 Answers
      2






      active

      oldest

      votes








      2 Answers
      2






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      0












      $begingroup$

      Wiki Rotation matrix has a lot of information on rotating around X, Y, Z separately by $alpha, beta, gamma$. These matrices can be multiplied together to get more complex rotations, but you will need to know how many rads to rotate around each axis.



      And finally a rotation matrix that takes a vector and theta to create and can rotate a point/Vector around it. (I would like to know how this is Matrix is developed)



      Rotation Matrix given Unit vector to rotate around and Theta



      You will need to set up the rotation matrix $R$ and multiply $a' = Ra , b' = Rb , c' = Rc$. Use trial and error to figure +/- Theta to get clockwise rotation (This may depend on the "camera" orientation).



      My own example on KA Shows a gray vector rotating around a red vector. Both are focused at the origin, so it creates a cone like shape.






      share|cite|improve this answer









      $endgroup$

















        0












        $begingroup$

        Wiki Rotation matrix has a lot of information on rotating around X, Y, Z separately by $alpha, beta, gamma$. These matrices can be multiplied together to get more complex rotations, but you will need to know how many rads to rotate around each axis.



        And finally a rotation matrix that takes a vector and theta to create and can rotate a point/Vector around it. (I would like to know how this is Matrix is developed)



        Rotation Matrix given Unit vector to rotate around and Theta



        You will need to set up the rotation matrix $R$ and multiply $a' = Ra , b' = Rb , c' = Rc$. Use trial and error to figure +/- Theta to get clockwise rotation (This may depend on the "camera" orientation).



        My own example on KA Shows a gray vector rotating around a red vector. Both are focused at the origin, so it creates a cone like shape.






        share|cite|improve this answer









        $endgroup$















          0












          0








          0





          $begingroup$

          Wiki Rotation matrix has a lot of information on rotating around X, Y, Z separately by $alpha, beta, gamma$. These matrices can be multiplied together to get more complex rotations, but you will need to know how many rads to rotate around each axis.



          And finally a rotation matrix that takes a vector and theta to create and can rotate a point/Vector around it. (I would like to know how this is Matrix is developed)



          Rotation Matrix given Unit vector to rotate around and Theta



          You will need to set up the rotation matrix $R$ and multiply $a' = Ra , b' = Rb , c' = Rc$. Use trial and error to figure +/- Theta to get clockwise rotation (This may depend on the "camera" orientation).



          My own example on KA Shows a gray vector rotating around a red vector. Both are focused at the origin, so it creates a cone like shape.






          share|cite|improve this answer









          $endgroup$



          Wiki Rotation matrix has a lot of information on rotating around X, Y, Z separately by $alpha, beta, gamma$. These matrices can be multiplied together to get more complex rotations, but you will need to know how many rads to rotate around each axis.



          And finally a rotation matrix that takes a vector and theta to create and can rotate a point/Vector around it. (I would like to know how this is Matrix is developed)



          Rotation Matrix given Unit vector to rotate around and Theta



          You will need to set up the rotation matrix $R$ and multiply $a' = Ra , b' = Rb , c' = Rc$. Use trial and error to figure +/- Theta to get clockwise rotation (This may depend on the "camera" orientation).



          My own example on KA Shows a gray vector rotating around a red vector. Both are focused at the origin, so it creates a cone like shape.







          share|cite|improve this answer












          share|cite|improve this answer



          share|cite|improve this answer










          answered Jun 28 '18 at 1:59









          Cozy HarkinzCozy Harkinz

          1




          1





















              0












              $begingroup$

              As an alternative, you can use quaternions!



              Quaternions are an extension of the complex numbers that very nicely represent rotations in three dimensions. If you want to rotate by an angle $theta$ around an axis $langle x, y, z rangle$, you first create a quaternion as follows:



              $$q = cos(fractheta2) + x sin(fractheta2) i + y sin(fractheta2) j + z sin(fractheta2) k$$



              Now you can apply this to a point $a$ to rotate it:



              $$a' = q a barq$$



              (where the overbar indicates the "conjugate": flip the signs on every term except the first).



              Note: this is a very very short overview of the math behind this. If you're working in some sort of 3D modelling software like Unity, all of this math will be implemented for you, most likely in a quaternion library. Searching for "quaternion rotation" will get you more details.






              share|cite|improve this answer









              $endgroup$

















                0












                $begingroup$

                As an alternative, you can use quaternions!



                Quaternions are an extension of the complex numbers that very nicely represent rotations in three dimensions. If you want to rotate by an angle $theta$ around an axis $langle x, y, z rangle$, you first create a quaternion as follows:



                $$q = cos(fractheta2) + x sin(fractheta2) i + y sin(fractheta2) j + z sin(fractheta2) k$$



                Now you can apply this to a point $a$ to rotate it:



                $$a' = q a barq$$



                (where the overbar indicates the "conjugate": flip the signs on every term except the first).



                Note: this is a very very short overview of the math behind this. If you're working in some sort of 3D modelling software like Unity, all of this math will be implemented for you, most likely in a quaternion library. Searching for "quaternion rotation" will get you more details.






                share|cite|improve this answer









                $endgroup$















                  0












                  0








                  0





                  $begingroup$

                  As an alternative, you can use quaternions!



                  Quaternions are an extension of the complex numbers that very nicely represent rotations in three dimensions. If you want to rotate by an angle $theta$ around an axis $langle x, y, z rangle$, you first create a quaternion as follows:



                  $$q = cos(fractheta2) + x sin(fractheta2) i + y sin(fractheta2) j + z sin(fractheta2) k$$



                  Now you can apply this to a point $a$ to rotate it:



                  $$a' = q a barq$$



                  (where the overbar indicates the "conjugate": flip the signs on every term except the first).



                  Note: this is a very very short overview of the math behind this. If you're working in some sort of 3D modelling software like Unity, all of this math will be implemented for you, most likely in a quaternion library. Searching for "quaternion rotation" will get you more details.






                  share|cite|improve this answer









                  $endgroup$



                  As an alternative, you can use quaternions!



                  Quaternions are an extension of the complex numbers that very nicely represent rotations in three dimensions. If you want to rotate by an angle $theta$ around an axis $langle x, y, z rangle$, you first create a quaternion as follows:



                  $$q = cos(fractheta2) + x sin(fractheta2) i + y sin(fractheta2) j + z sin(fractheta2) k$$



                  Now you can apply this to a point $a$ to rotate it:



                  $$a' = q a barq$$



                  (where the overbar indicates the "conjugate": flip the signs on every term except the first).



                  Note: this is a very very short overview of the math behind this. If you're working in some sort of 3D modelling software like Unity, all of this math will be implemented for you, most likely in a quaternion library. Searching for "quaternion rotation" will get you more details.







                  share|cite|improve this answer












                  share|cite|improve this answer



                  share|cite|improve this answer










                  answered Mar 8 at 3:17









                  DraconisDraconis

                  51528




                  51528



























                      draft saved

                      draft discarded
















































                      Thanks for contributing an answer to Mathematics Stack Exchange!


                      • Please be sure to answer the question. Provide details and share your research!

                      But avoid


                      • Asking for help, clarification, or responding to other answers.

                      • Making statements based on opinion; back them up with references or personal experience.

                      Use MathJax to format equations. MathJax reference.


                      To learn more, see our tips on writing great answers.




                      draft saved


                      draft discarded














                      StackExchange.ready(
                      function ()
                      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fmath.stackexchange.com%2fquestions%2f67060%2frotate-vector-around-another-vector%23new-answer', 'question_page');

                      );

                      Post as a guest















                      Required, but never shown





















































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown

































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown







                      Popular posts from this blog

                      A recreational problem The 2019 Stack Overflow Developer Survey Results Are In Unicorn Meta Zoo #1: Why another podcast? Announcing the arrival of Valued Associate #679: Cesar Manaraprime factors of numbers formed by primorialsAll the small primes close together yet againSimple quadratic, crazy question part 2Can every odd prime $pne 11$ be the smallest prime factor of a carmichael-number with $3$ prime factors?Is the product of consecutive primes in $(a, b)[n]$ $=$ $1$ $pmod ab$?Pythagorean triples that “survive” Euler's totient functionA question about a certain type of primesPrimes of the form $p^2+p+41$

                      369. pr. Kr. Događaji Rođenja Smrti

                      A weird inequality regarding integrals, limits, as well as sequence of functions. The 2019 Stack Overflow Developer Survey Results Are InA question regarding limits and integrable functionsChanging the order of $lim$ and $inf$ for point-wise converging monotonic sequence of functionsSequence of Distribution FunctionsBasic question on interchanging limits and integralsA sequence of functions $f_n$ that converges non-uniformly to $f$ but the limit of the integrals equals the integral of the limits?Is this (exotic) integral well defined and convergent (always)? and the bound correct?Sequence of differentiable,equicontinuous functionsProb. 10 (d), Chap. 6, in Baby Rudin: Holder Inequality for Improper Integrals With Infinite LimitsSuppose $f_n : [0,1]rightarrowmathbbR$ is a sequence of $C^1$ functions that converges pointwise to $f$.Suppose $f$ is a continuous function on $[a,b]$ and let $M=sup_ a leq x leq b |f(x)|$