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by pandaman
3356 days ago
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Hmmm, I am still confused. Rotating "around plane" makes sense only in 3D, where a 2D plane is a hyperplane i.e. has a single normal and you can rotate around that normal (which you implied by mentioning projections along that normal). In 4D a hyperplane is a 3D subspace, orthogonal to some normal. So, while it may be true that you cannot find a 2D plane describing a composite rotation in 4D it does not seem to have any significance since "rotation around y-z" plane does not describe one either :) because y-z plane has an infinite number of normals in 4D and any rotation around any of them will be technically a rotation "around y-z plane" while a different rotation in 4D. I am sure you can find a 3D hyperplane in 4D for any composite rotation. Am I wrong? |
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Here's an example that's easiest to sort-of-visualize:
1. Rotate the y-z plane of 4-d space by half a turn (180 degrees). That is, transform every point in 4-space according to w->w, x->x, y->-y, z->-z.
2. Rotate the w-x plane, also a half-turn. So w->-w, x->-x, y->y, z->z.
Composing these two transformations yields w->-w, x->-x, y->-y, z->-z. That composed transformation is an inversion, not a rotation. Is it clearer now? (It was late when I wrote last night, sorry. Let me try and rephrase how I defined a rotation: a linear transformation that carries one unit vector to a second unit vector, and leaves unchanged any vectors that are orthogonal to both. In my previous comment the plane I was talking about was the plane that contains both given vectors. Of course, the null rotation doesn't pick out any particular plane, though it's not otherwise special in these terms. IANAM, but would appreciate correction if I'm goofing.)