🔁 Rotation Transformation

Last Updated: Jan 2026


A Rotation Transformation turns a vector or object around the origin (or a fixed point) by a given angle θ\theta, without changing its size or shape.

  • Length preserved
  • Shape preserved
  • Direction changes by angle θ\theta

🗣 Hinglish Tip: Rotation = object ko ghumaana, size same rehta hai

Rotation moves a point/vector anticlockwise or clockwise by an angle θ\theta.

  • Positive θ\thetaAnti-clockwise
  • Negative θ\thetaClockwise
  • Standard rotation is about the origin

Rotation in 2D (About Origin)

1.Rotation Normal Form

X=XcosθYsinθY=Xsinθ+YcosθX' = X\cos\theta - Y\sin\theta Y' = X\sin\theta + Y\cos\theta

2.Rotation Matrix (Anti-clockwise)

R(θ)=[cosθsinθsinθcosθ]R(\theta) = \begin{bmatrix} \cos\theta & -\sin\theta \\ \sin\theta & \cos\theta \end{bmatrix}

Transformation Formula

v=R(θ)v\vec{v}' = R(\theta)\vec{v}

Rotation of a Point

Rotate point P(2, 1) by ** 9090\circ anti-clockwise**.

Known values

cos90=0,sin90=1cos90^\circ = 0, sin90^\circ = 1

Matrix

R(90)=[0110]R(90^\circ) = \begin{bmatrix} 0 & -1 \\ 1 & 0 \end{bmatrix}

Calculation

StepExpressionResult
x'0·2 - 1·1-1
y'1·2 + 0·12

Result:

P(1,2)P'(-1, 2)

Standard Rotation Angles (Must Remember)

AngleResult of (x, y)
9090\circ(-y, x)
180180\circ(-x, -y)
270270\circ(y, -x)
360360\circ(x, y)

Clockwise Rotation

Clockwise rotation by θ\theta = **Anti-clockwise rotation by θ-\theta **

Matrix

R(θ)=[cosθsinθsinθcosθ]R(-\theta) = \begin{bmatrix} \cos\theta & \sin\theta \\ -\sin\theta & \cos\theta \end{bmatrix}

Example

Rotate (3, 4) by ** 9090\circ clockwise**

(x,y)=(y,x)=(4,3)(x', y') = (y, -x) = (4, -3)

Rotation About a Point (h, k)

Steps

  1. Translate point to origin
  2. Rotate
  3. Translate back

Formula

x=h+(xh)cosθ(yk)sinθy=k+(xh)sinθ+(yk)cosθx' = h + (x - h)\cos\theta - (y - k)\sin\theta y' = k + (x - h)\sin\theta + (y - k)\cos\theta

Rotation Using Homogeneous Coordinates

Matrix Form

[cosθsinθ0sinθcosθ0001]\begin{bmatrix} \cos\theta & -\sin\theta & 0 \\ \sin\theta & \cos\theta & 0 \\ 0 & 0 & 1 \end{bmatrix}

Used in graphics & robotics to combine rotation + translation.


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