Since vectors represent directions, the origin of the vector does not change its value. Because it is more intuitive to display vectors in 2D (rather than 3D) you can think of the 2D vectors as 3D vectors with a z coordinate of 0. If a vector has 2 dimensions it represents a direction on a plane (think of 2D graphs) and when it has 3 dimensions it can represent any direction in a 3D world.īelow you'll see 3 vectors where each vector is represented with (x,y) as arrows in a 2D graph. Vectors can have any dimension, but we usually work with dimensions of 2 to 4. The general rule for rotation of an object 90 degrees is. The directions for the treasure map thus contains 3 vectors. There are some general rules for the rotation of objects using the most common degree measures (90 degrees, 180 degrees, and 270 degrees). The -90 degree rotation is the rotation of a figure or points at 90 degrees in a clockwise direction. What is the rule for 180 Rotation The rule for a rotation by 180 about the origin is (x,y)(x,y). FAQs on 180 Degree Clockwise & Anticlockwise Rotation. You can think of vectors like directions on a treasure map: 'go left 10 steps, now go north 3 steps and go right 5 steps' here 'left' is the direction and '10 steps' is the magnitude of the vector. Given coordinate is A (2,3) after rotating the point towards 180 degrees about the origin then the new position of the point is A’ (-2, -3) as shown in the above graph. A vector has a direction and a magnitude (also known as its strength or length). In its most basic definition, vectors are directions and nothing more. ![]() If the subjects are difficult, try to understand them as much as you can and come back to this chapter later to review the concepts whenever you need them. Rotating a figure 270 degrees clockwise is the same as rotating a figure 90 degrees counterclockwise. The focus of this chapter is to give you a basic mathematical background in topics we will require later on. Rule of 90 Degree Rotation about the Origin When the object is rotating towards 90 clockwise then the given point will change from (x,y) to (y,-x). In short, switch x and y and make x negative. ![]() However, to fully understand transformations we first have to delve a bit deeper into vectors before discussing matrices. 90 Degree Clockwise Rotation If a point is rotating 90 degrees clockwise about the origin our point M (x,y) becomes M' (y,-x). When discussing matrices, we'll have to make a small dive into some mathematics and for the more mathematically inclined readers I'll post additional resources for further reading. Matrices are very powerful mathematical constructs that seem scary at first, but once you'll grow accustomed to them they'll prove extremely useful. This doesn't mean we're going to talk about Kung Fu and a large digital artificial world. There are much better ways to transform an object and that's by using (multiple) matrix objects. We could try and make them move by changing their vertices and re-configuring their buffers each frame, but that's cumbersome and costs quite some processing power. We now know how to create objects, color them and/or give them a detailed appearance using textures, but they're still not that interesting since they're all static objects. Transformations Getting-started/Transformations
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