Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!usc!apple!sun-barr!newstop!sun!peregrine!falk From: falk@peregrine.Sun.COM (Ed Falk) Newsgroups: comp.graphics Subject: Re: 4-Space Basis Rotation Matrices Message-ID: <140587@sun.Eng.Sun.COM> Date: 13 Aug 90 23:00:52 GMT References: <2498@ryn.esg.dec.com> <1538@seti.inria.fr> Sender: news@sun.Eng.Sun.COM Organization: Sun Microsystems, Mt. View, Ca. Lines: 47 In article <1538@seti.inria.fr> hussein@bora.inria.fr (Hussein Yahia) writes: > > ><1279@enuxha.eas.asu.edu>, hollasch@enuxha.eas.asu.edu (Steve Hollasch) >writes... > >>> I'm writing a 4D wireframe-viewer and have run into the problem of >>>generating rotation matrices for the 4D viewpoint. What are the basis >>>rotation matrices in 4D? > > If n = 4, the theorem implies that EVERY rotation matrix in 4-space can >be put in the following form: > > > cos(a) -sin(a) 0 0 > sin(a) cos(a) 0 0 > 0 0 cos(b) -sin(b) > 0 0 sin(b) cos(b) > I think a simpler way to think of it is this: the idea that rotations are around an *axis* is incorrect. It just happens to work in three dimensions. In fact, rotations occur within a *plane*. In 4D, there are six planes (XY, XZ, XW, YZ, YW, ZW) and the rotations through those various planes are cos(a) -sin(a) 0 0 sin(a) cos(a) 0 0 0 0 1 0 XY plane 0 0 0 1 cos(a) 0 -sin(a) 0 0 1 0 0 XZ plane sin(a) 0 cos(a) 0 0 0 0 1 cos(a) 0 0 -sin(a) 0 1 0 0 XW plane 0 0 1 0 sin(a) 0 0 cos(a) and so on. -ed falk, sun microsystems -- sun!falk, falk@sun.com "What are politicians going to tell people when the Constitution is gone and we still have a drug problem?" -- William Simpson, A.C.L.U.