Outrageous said:
The axis of rotation perpendicular to the plate?
What do you mean by 2x2?
I am referring to the concept of expressing the "total" moment of inertia of a body around a reference point as a tensor, that is, expressing it as a matrix in a particular choice of coordinate system. This matrix can be defined as integral over the whole body, like show by Weisstein [1] equation 4. The diagonal elements of this matrix is just the moment of inertia of the body around the x, y, and z axis. The off-diagonal elements can be considered a sort of area moment of inertia [2] and they may be new to you.
Before you start to worry that you now have to make nine integrals to find all the elements of the moment of inertia matrix for your rectangular plate just so you can calculated the moment of inertia around your selected axis, let's see if there is something that will make it simpler. First, you are only interested in an axis that lies in the xy-plane, so we can forget about the z-dimension reducing the moment of inertia matrix to two by two instead three by three. Secondly, notice that the area moment in general is zero if the body has its mass symmetrically distributed around either x- og y-axis. Since the mass in your rectangle is symmetrically placed around both the x- and y-axis the off-diagonal elements are zero, leaving you with a two by two matrix where only two of the elements are non-zero.
So for your rectangle the moment of inertia around origo in the xy-plane can be written as
[tex]
\mathbf I = \left[\begin{matrix} I_x & 0 \\ 0 & I_y \end{matrix}\right][/tex]
where [itex]I_x = \frac 1 3 m h^2[/itex] and [itex]I_y = \frac 1 3 m k^2[/itex] are the moments of inertia around the x- and y-axis respectively, which I assume you already know. If not, they can easily be found by direct integration and are also given in most standard reference on moment of inertia.
To find the moment of inertia of any other axis [itex]\vec n[/itex] in the xy-plane that goes through origo you can now calculate
[tex]
I_n = \vec n^T \mathbf I \vec n[/tex]
Now you only need to express the ##\vec n## vector as a function of your angle θ and you are good to go. At some point you will probably want to replace ##\cos θ## and ##\sin θ## in your result with expressions involving ##h## and ##b## in order to get a nice result.
If this whole thing didn't make sense to you, then don't worry about it. Just stick with direct integration of the moment of inertia, as described by voko. The approach I describe here is useful because it is general and, for bodies with symmetries, can replace integrals over complicated geometric shapes (in your case triangles) with simple shapes (in your case rectangles). If you ever get to study motion of complex bodies like aircrafts and rotating machinery you will probably find that the moment of inertia tensor is extremely handy.
[1]
http://mathworld.wolfram.com/MomentofInertia.html
[2]
http://mathworld.wolfram.com/AreaMomentofInertia.html