Right-Handed System (Standard)
- Thumb (X), Index (Y), Middle Finger (Z) point in +ve directions.
Rotation: - Counter-clockwise rotations are positive (by convention).
used by: OpenGL, in standart MATH.
Left-Handed System
- Thumb (X), Index (Y), Middle Finger (Z) point in +ve directions.
- If you curl fingers from X to Y, your thumb points along −Z (opposite of right-handed).
- Clockwise rotations are positive (opposite convention).
2D
3D
- All rotation matrices are orthogonal:
. - Determinant = +1:
(preserves orientation). - Non-commutative:
(order matters!).
Rotation Around X axis
- Rotates points in the YZ-plane (around the X-axis).
- Leaves X-coordinates unchanged.
Rotation around Y-axis
- Rotates points in the XZ-plane (around the Y-axis).
- Leaves Y-coordinates unchanged.
Rotation around Z-axis
- Rotates points in the XY-plane (around the Z-axis).
- Leaves Z-coordinates unchanged.