How to rotate Cartesian coordinate system?

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Discussion Overview

The discussion revolves around methods to rotate the Cartesian coordinate system, specifically how to achieve rotations that maintain specified angles between the new and old axes. Participants explore various mathematical approaches, including the use of matrices and orthogonal transformations, while also referencing external resources for further information.

Discussion Character

  • Exploratory
  • Technical explanation
  • Debate/contested
  • Mathematical reasoning

Main Points Raised

  • Some participants inquire about a simple method to rotate the Cartesian coordinate system while maintaining specific angles α, β, and γ between the new and old axes.
  • One participant suggests that a matrix A can be constructed such that the vectors Ai, Aj, and Ak form a basis for 3D space and maintain the specified angles relative to the original basis vectors.
  • Conditions for the matrix A include being orthogonal and satisfying specific dot product equations related to the angles α, β, and γ.
  • Another participant expresses difficulty in finding a specific solution on Wikipedia, despite acknowledging its general usefulness.
  • Concerns are raised about the complexity of the resulting system of equations, which may yield multiple solutions, leading to uncertainty about the uniqueness of the solution.
  • A separate inquiry is made regarding the rotation of the coordinate system about the z-axis to align a specific line with the x-axis, proposing a method involving coordinate projections.

Areas of Agreement / Disagreement

Participants do not reach a consensus on a specific method for achieving the desired rotations, and multiple competing views and approaches remain present throughout the discussion.

Contextual Notes

Participants highlight the challenges of solving the system of equations derived from the conditions for the rotation matrix, noting the potential for multiple solutions and the complexity of the problem.

leoleo2
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Hello,
I would like to rotate the Cartesian coordinate system ( i=(1,0,0); j=(0,1,0); k=(0,0,1) ) so that angles between new and the old axes be equal to α, β and γ, respectively. Is any simple way similar to the Euler transformations to accomplish that?
 
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leoleo2 said:
Hello,
I would like to rotate the Cartesian coordinate system ( i=(1,0,0); j=(0,1,0); k=(0,0,1) ) so that angles between new and the old axes be equal to α, β and γ, respectively. Is any simple way similar to the Euler transformations to accomplish that?
This link should be very helpful for you. :wink:
 
Mandelbroth said:
This link should be very helpful for you. :wink:

Wikipedia really? :)) It's not even close to helpful. :)
 
leoleo2 said:
Wikipedia really? :)) It's not even close to helpful. :)
Mathematics pages on Wikipedia are almost religiously checked for accuracy because math people are strict in their pursuit of accuracy. We're crazy like that. If you doubt me, try messing up a formula on a random math page and watch it get fixed, unless it's an arguably correct change, within an hour.

It's very helpful. Wikipedia is always the first place I start looking when I have a question.

If you don't like Wikipedia, though, there's always this alternative. :-p
 
Mandelbroth said:
Mathematics pages on Wikipedia are almost religiously checked for accuracy because math people are strict in their pursuit of accuracy. We're crazy like that. If you doubt me, try messing up a formula on a random math page and watch it get fixed, unless it's an arguably correct change, within an hour.

It's very helpful. Wikipedia is always the first place I start looking when I have a question.

If you don't like Wikipedia, though, there's always this alternative. :-p

OK. I believe you that Wikipedia generally is helpful and I use it too. But I can not find any specific idea on Wikipedia for my specific problem.
 
You're basically looking for a matrix A such that the vectors Ai, Aj and Ak form a basis for 3D space and are in angles α, β and γ relative to the vectors i, j and k.

You can form a system of equations from which you can solve the elements of matrix A by requiring that:

1. A must be an orthogonal matrix, i.e. vectors Ai, Aj and Ak form an orthonormal set, too, when i, j and k do.

2. The dot products are {\bf i} \cdot(A {\bf i} )=cos(\alpha), {\bf j} \cdot(A {\bf j} )=cos(\beta), {\bf k} \cdot(A {\bf k} )=cos(\gamma)

These conditions are enough to determine the matrix elements.
 
Don't give up. I think this fits your bill: http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/
 
Last edited by a moderator:
hilbert2 said:
You're basically looking for a matrix A such that the vectors Ai, Aj and Ak form a basis for 3D space and are in angles α, β and γ relative to the vectors i, j and k.

You can form a system of equations from which you can solve the elements of matrix A by requiring that:

1. A must be an orthogonal matrix, i.e. vectors Ai, Aj and Ak form an orthonormal set, too, when i, j and k do.

2. The dot products are {\bf i} \cdot(A {\bf i} )=cos(\alpha), {\bf j} \cdot(A {\bf j} )=cos(\beta), {\bf k} \cdot(A {\bf k} )=cos(\gamma)

These conditions are enough to determine the matrix elements.

Thank you very much for you reply. You stated the problem more clearly than I did.

From the initial conditions (2.) I can define immediately three components of new basis vectors (A{\bf i}_x = acos(\alpha), A{\bf j}_y = acos(\beta), A{\bf k}_z = acos(\gamma)).
For the rest of components I can write the orthogonality (using scalar or/and vector products) and the normalization conditions for new basis vectors. However, this gives system of six quadratic equations with six unknowns which is quite ugly to solve generally. Bedsides that, I would get 8 or 16 different solutions of that system and I doubt existence of more than two solutions for the original problem.
 
SteamKing said:
Don't give up. I think this fits your bill: http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/

Thank you very much!
The page looks interesting but it's not clear for me how to correlate the Rotation About an Arbitrary Axis to my problem.
 
Last edited by a moderator:
  • #10
Could someone help me figure out how to rotate a coordinate system about the z-axis such that the the line y = mx + c coincides with the x-axis?
Shouldn't a simple projection of all the coordinates i.e xj = xicos(theta), yj =yicos(theta) and zj = zj cos(theta) work?
 

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