Neat question. What’s rotation? It’s tempting to want it to be “about an axis”, but it’s actually “in a plane”. In two dimensions, there’s only one such plane (if we thought of rotation as about an axis, it would be an axis that doesn’t exist in our coordinate system). Rotation of a vector (or point) consists of multiplying its coordinates by the matrix:
[cos(a) -sin(a)]
[sin(a) cos(a)]
Where a is the angle of rotation. Both coordinates change in a 2D rotation. In three dimensions, there are three possible planes we can rotate “in” (corresponding to the three axes we can rotate “about”). The three rotation matrices are familiar (well, maybe not, I had to look them up in my third year physics book):
[cos(a) -sin(a) 0]
[sin(a) cos(a) 0]
[ 0 0 1]
[cos(a) 0 -sin(a)]
[ 0 1 0 ]
[sin(a) 0 cos(a)]
[1 0 0 ]
[0 cos(a) -sin(a)]
[0 sin(a) cos(a)]
Corresponding to rotation in the xy plane (“about the z axis”, or “yaw”), rotation in the xz plane (“about the y axis”, or “pitch”), and rotation in the yz plane (“about the x axis”, or “roll”). In a 3D coordinate system, there are three possible rotations corresponding to which pair of coordinates we allow to change. The rotation appears to be specified by choosing an axis to not vary, but I think that’s a coincidence of three dimensions.
In a 4D coordinate system, it’s not clear how to build a rotation matrix that would represent rotating “about an axis”, but rotation “in a plane” is easy. There are six such rotation matrices, corresponding to which pairs of coordinates we choose to allow to vary:
[cos(a) -sin(a) 0 0]
[sin(a) cos(a) 0 0]
[ 0 0 1 0]
[ 0 0 0 1]
[cos(a) 0 -sin(a) 0]
[ 0 1 0 0]
[sin(a) 0 cos(a) 0]
[ 0 0 0 1]
[1 0 0 0]
[0 cos(a) -sin(a) 0]
[0 sin(a) cos(a) 0]
[0 0 0 1]
[cos(a) 0 0 -sin(a)]
[ 0 1 0 0 ]
[ 0 0 1 0 ]
[sin(a) 0 0 cos(a)]
[1 0 0 0 ]
[0 cos(a) 0 -sin(a)]
[0 0 1 0 ]
[0 sin(a) 0 cos(a)]
[1 0 0 0 ]
[0 1 0 0 ]
[0 0 cos(a) -sin(a)]
[0 0 sin(a) cos(a)]
The first three are your “yaw” (rotation in the xy plane), “pitch” (rotation in the xz plane), and “roll” (rotation in the yz plane) extended to four dimensions.
The last three correspond to rotations in the xt, yt, and zt planes. What’s that? Think of a rotation in the xt plane. It’s sort of like a translation along the x axis (sliding “forward” or “backward”) accompanied by a translation along the t axis (sliding “ahead” or “back” in time). Meanwhile, our y and z coordinates are remaining constant. But, don’t forget it’s a rotation, and not really a pair of translations. That is, if we’re farther from the “origin” of the rotation, then our coordinate changes more, as a function of a. It would look like you stayed in a fixed yz plane, and your xt position ratated about a fixed point in that plane.
I’m not sure where you got the idea from Enola, but you may be interested to hear that there’s a Robert Heinlein book called (I think) The Number of the Beast that relies on this premise. IIRC, there’s some device that allows exactly such rotations (actually, I think it was rotation of the axes, which just means you flip the signs on the sines in the rotation matrix).
(kgmm)/(s*s)