![]() ![]() But points, lines, and shapes can be rotates by any point (not just the origin)! When that happens, we need to use our protractor and/or knowledge of rotations to help us find the answer. The rotation rules above only apply to those being rotated about the origin (the point (0,0)) on the coordinate plane. You will learn how to perform the transformations, and how to map one figure into another using these transformations. If we compare our coordinate point for triangle ABC before and after the rotation we can see a pattern, check it out below: In this topic you will learn about the most useful math concept for creating video game graphics: geometric transformations, specifically translations, rotations, reflections, and dilations. To derive our rotation rules, we can take a look at our first example, when we rotated triangle ABC 90º counterclockwise about the origin. Rotation Rules: Where did these rules come from? Yes, it’s memorizing but if you need more options check out numbers 1 and 2 above! Know the rotation rules mapped out below. ![]() ![]() Use a protractor and measure out the needed rotation.We can visualize the rotation or use tracing paper to map it out and rotate by hand.There are a couple of ways to do this take a look at our choices below: Let’s take a look at the difference in rotation types below and notice the different directions each rotation goes: How do we rotate a shape? Rotations are a type of transformation in geometry where we take a point, line, or shape and rotate it clockwise or counterclockwise, usually by 90º,180º, 270º, -90º, -180º, or -270º.Ī positive degree rotation runs counter clockwise and a negative degree rotation runs clockwise. For 90 degree rotations: (a, b) > (-b, a) A 90° rotation bring our original coordinates of (8, 3) to (-3, 8). ![]()
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