How to Rotate a Velocity Vector: Maths & Logic

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    Rotating Vector
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Discussion Overview

The discussion revolves around the mathematical methods for rotating a velocity vector, focusing on both 2D and 3D scenarios. Participants explore the use of rotation matrices and the implications of changing vector directions in various contexts.

Discussion Character

  • Technical explanation
  • Mathematical reasoning
  • Debate/contested

Main Points Raised

  • One participant suggests using a rotation matrix for changing the direction of a velocity vector, indicating that this falls under linear algebra.
  • Another participant provides the specific rotation matrix for 2D vectors, which involves cosine and sine functions of the rotation angle.
  • There is a question about how to apply the rotation matrix in 3D, with a participant noting that rotations in 3D are more complex due to the non-commutative nature of rotations.
  • Some participants express confusion about the application of the rotation matrix, particularly regarding the multiplication process and the interpretation of angles in radians versus degrees.
  • A later reply clarifies that the angle used in the rotation matrix represents the angle of rotation, not the new direction of the vector.
  • There is a discussion about whether rotating a vector is equivalent to changing its direction, with some participants questioning the formulas provided and noting that certain approaches do not preserve the vector's magnitude.
  • Another participant mentions the need for a unit vector to point in a desired direction while maintaining the vector's length.
  • A new participant introduces a question about spherical modal analysis and the alignment of axes, inquiring about the appropriate rotation matrix to use.

Areas of Agreement / Disagreement

Participants express varying levels of understanding regarding the application of rotation matrices, particularly in 2D versus 3D contexts. There is no consensus on the best approach to changing vector directions or the specifics of applying the rotation matrix in different scenarios.

Contextual Notes

Some participants express uncertainty about the mathematical steps involved in applying the rotation matrix, particularly in relation to angle measurement and vector magnitude preservation. The discussion also highlights the complexity of 3D rotations compared to 2D.

Who May Find This Useful

Individuals interested in vector mathematics, physics, engineering applications involving rotations, and those working on related mathematical problems may find this discussion beneficial.

wraithseeker
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Lets say I have a velocity vector that's going to the east and I want it's direction to change to somewhere else like west, how would I be able to do that?

What would be the maths required for this? The velocity vector already have a length and a direction.
 
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You'd use a rotation matrix which is an example of a change of basis. The type of math is linear algebra
 
assuming you're working 2D (no up or down) the matrix to rotate a vector by theta is [itex]\begin{bmatrix}<br /> \cos \theta & \sin \theta \\[3pt]<br /> -\sin \theta & \cos \theta \\<br /> \end{bmatrix}[/itex]
 
I searched wikipedia but it was too confusing so i asked for help here.

EDIT: what about 3D?
 
3D's a little more complicated since rotations do not commute. For example, if you think of an airplane it can do 3 things it can pitch, roll and yaw http://www.ultimatepointer.com/images/YawPitchRoll.jpg Now the thing is that order matters. If you were to roll 90 degrees and then yaw 90 degrees your plane would not be in the same orientation then if you were to yaw 90 degrees then pitch 90 degrees. This means there's no one matrix to rotate any vector to any vector you instead have to think about the orientation and apply multiple in sequence, in the correct sequence (like pitch,roll,yaw). This should help http://en.wikipedia.org/wiki/Rotational_matrix if you haven't found it yet.
 
Last edited by a moderator:
For 2D I still don't really get you, do I multiply it by cos angle and sin angle or the one below?

Or do I subtract it.
 
Have you never covered matrix multiplication?

[itex]\begin{bmatrix}<br /> \cos \theta & \sin \theta \\[3pt]<br /> -\sin \theta & \cos \theta \\<br /> \end{bmatrix}\begin{bmatrix}<br /> x \\[3pt]<br /> y\\<br /> \end{bmatrix}=\begin{bmatrix}<br /> \cos\theta x + \sin \theta y \\[3pt]<br /> -\sin \theta x + \cos \theta y\\<br /> \end{bmatrix}[/itex]

so you get the new x is [itex]\cos\theta x + \sin \theta y[/itex] and the new y is [itex]-\sin \theta x + \cos \theta y[/itex]
 
In general for 2x2 matrices:

[itex]\begin{bmatrix}<br /> a& b\\[3pt]<br /> c & d \\<br /> \end{bmatrix}\begin{bmatrix}<br /> x \\[3pt]<br /> y\\<br /> \end{bmatrix}=\begin{bmatrix}<br /> a x + b y \\[3pt]<br /> c x + d y\\<br /> \end{bmatrix}[/itex]
 
For rotations in 3 dimensions, you need to state an axis of rotation as well as an angle. That's why they are so much complicated.
 
  • #10
Is it taken in radians or degrees currently?

Here's how I tried to apply it

vx = Cos(angle)*vx+ Sin(angle)*vy
vy = -Sin(angle)*vx+Cos(angle)*vy

vx = velocity X
vy = velocity Y
angle = new angle
 
  • #11
Doesn't matter, the cosine of 90 degrees is the same as the cosine of 0.5*\pi. One note, the angle \theta is not the "new" angle, it is the angle of rotation.
 
  • #12
Ok a slighty offtopic question, is rotating a vector the same as changing the direction of a vector? How would you change the direction of a vector?

vx = vx *Cos(angle)
vy = vy *Sin(angle)

or am I wrong?
 
  • #13
wraithseeker said:
Ok a slighty offtopic question, is rotating a vector the same as changing the direction of a vector? How would you change the direction of a vector?

vx = vx *Cos(angle)
vy = vy *Sin(angle)

or am I wrong?

This formula does not preserve the vector's magnitude.
 
  • #14
Where can I find it? I googled to no avail too.
 
  • #15
wraithseeker said:
Where can I find it? I googled to no avail too.

maverick already gave you the rotation matrix for a 2D Cartesian coordinate system. If you want to rotate a vector, you use the appropriate rotation matrix. If you want to make a vector point in a desired absolute direction then you simply make a unit vector that points in the desired direction and scale it to the desired length.
 
  • #16
I tried that but it didn't work that's why I asked about the direction.

vx = Cos(angle)*vx+ Sin(angle)*vy
vy = -Sin(angle)*vx+Cos(angle)*vy

I did something like this.

Imagine actual angle is the front of the person but after setting the values, I set it to be 90 degrees that will be converted to radians but it bugs as the example shown above.

The angle of the ball thrown is always different from any position.
 
  • #17
What example? If it's 90 degrees then the rotation is straightforward:

v_x = v_y;
v_y = -v_x;

If our vector is (0,1), we can see that we easily get the correct vector of (1,0). Note that maverick's rotation matrix is a clockwise rotation with respect to the traditional x-y plane orientation.
 
  • #18
I solved it, thanks guys.
 
  • #19
Hi am new to this forum, i am working on spherical modal analysis. I need some help in rotation . One of the step in my analysis is to align the axis of reference of the field waves of the radiator to the axis of the dielectric lens. How should i proceed and do i have to use rotation matrix? Is rotation matrix different from wigner rotation matrix? Which matrix should i employ ?

If my question is absurd pls ask me so that i can put my question clearly...
 

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