# Can you help me with this matrixWatch

#1
http://integralmaths.org/pluginfile..../0/fp1mass.pdf
i dont get 1 at all . i dont know how to work out around what point it turns
1

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2 years ago
#2
Matrix123 Can you help?
4
2 years ago
#3
(Original post by Boss_Rhythm)
Matrix123 Can you help?
Haha thanks for the tag Rhythm
(Original post by HideyoKids)
http://integralmaths.org/pluginfile..../0/fp1mass.pdf
i dont get 1 at all . i dont know how to work out around what point it turns
I'm afraid I haven't done FP1 yet, but you'd have to use a coordinate and multiply it by the matrix and compare it to the new coordinates to determine the centre and angle of rotation, I think. Using a couple of points could help to find this I'd imagine.

You can use coordinates like (0,1) and (0,-1) as reflected points in the x axis to help find the matrix in part b?

As I said, I haven't done FP1 yet so that's just what I'd attempt, looking at that question.

Tagging the first people who come to mind who may help:
Zacken RDKGames Ayaz789
2
2 years ago
#4
SeanFM Can you help out? I've forgotten
1
2 years ago
#5
(Original post by HideyoKids)
http://integralmaths.org/pluginfile..../0/fp1mass.pdf
i dont get 1 at all . i dont know how to work out around what point it turns
It's just the standard rotation matrix which is of course a rotation about the origin.
2
2 years ago
#6
alow Any ideas?
0
2 years ago
#7
(Original post by HideyoKids)
http://integralmaths.org/pluginfile..../0/fp1mass.pdf
i dont get 1 at all . i dont know how to work out around what point it turns
(Original post by Matrix123)
Haha thanks for the tag Rhythm

I'm afraid I haven't done FP1 yet, but you'd have to use a coordinate and multiply it by the matrix and compare it to the new coordinates to determine the centre and angle of rotation, I think. Using a couple of points could help to find this I'd imagine.

You can use coordinates like (0,1) and (0,-1) as reflected points in the x axis to help find the matrix in part b?

As I said, I haven't done FP1 yet so that's just what I'd attempt, looking at that question.

Tagging the first people who come to mind who may help:
Zacken RDKGames Ayaz789
As said by B_9710, it is a rotation around the origin by whatever angle you work it out to be. It is worth to keep note that when dealing with matrices, all the transformations which you perform happen relative to the origin, therefore the origin is the only point which does not change!
1
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