GEOM-4.3

Rotations

Learn to rotate figures 90°, 180°, and 270° about the origin and any other center, with coordinate rules, the translate-rotate-translate-back method, and why rotations are rigid motions.

What you'll do in this lesson

A voice-first session with the Crimsora tutor on Rotations, then targeted practice and FRQs — with the tutor adapting to where you get stuck.

What this lesson covers

Spin a steering wheel a quarter turn and every point on it travels along a circle, but the wheel itself stays exactly the same size and shape. That is a rotation: a rigid motion that turns every point of a figure around a fixed center by the same angle, in the same direction.

In this lesson you will learn the three coordinate rules for turning a figure about the origin, a reliable method for rotating about any other center (translate the center to the origin, rotate, then translate back), and how to justify that a rotation preserves distance, angle measure, and orientation. These ideas set up the next lessons on combining rigid motions and on proving two figures congruent.

What a Rotation Actually Does

A rotation is described by three pieces of information: a center of rotation (a fixed point), an angle of rotation, and a direction (counterclockwise or clockwise). Every point PP of the pre-image moves to an image point PP' so that PP and PP' are the same distance from the center and PCP\angle PCP' equals the rotation angle, where CC is the center.

Two facts follow immediately. First, CP=CPCP = CP' for every point, so each point travels along a circle centered at CC. Second, the center is the only point that does not move — it is a fixed point. That is a useful check: if you rotate a figure and one of its vertices lands somewhere new, that vertex was not the center.

Unless a problem says otherwise, positive angles mean counterclockwise. So a 9090^\circ rotation and a 9090^\circ counterclockwise rotation mean the same thing, while 90-90^\circ or "9090^\circ clockwise" means the other direction. Because a full turn is 360360^\circ, a 270270^\circ counterclockwise rotation lands in exactly the same place as a 9090^\circ clockwise rotation. Students often lose track of direction here, so write the direction down before you compute anything.

A rotation is a rigid motion (an isometry): it preserves segment lengths, angle measures, parallelism, and area. It also preserves orientation — if the vertices AA, BB, CC read counterclockwise around the pre-image, then AA', BB', CC' read counterclockwise around the image too. Reflections flip orientation; rotations never do.

Coordinate Rules About the Origin

When the center of rotation is the origin, three rules cover the standard angles.
Rotation about originRuleExample: (4,1)(4,1)\to
9090^\circ counterclockwise(x,y)(y,x)(x,y)\to(-y,\,x)(1,4)(-1,4)
180180^\circ (either direction)(x,y)(x,y)(x,y)\to(-x,\,-y)(4,1)(-4,-1)
270270^\circ counterclockwise (=90=90^\circ clockwise)(x,y)(y,x)(x,y)\to(y,\,-x)(1,4)(1,-4)
Why does the 9090^\circ rule work? Take the point (x,y)(x,y) and the vector from the origin to it. Turning that vector a quarter turn counterclockwise sends the direction "right" to "up" and "up" to "left": the horizontal component xx becomes a vertical component xx, and the vertical component yy becomes a horizontal component y-y. That gives (y,x)(-y,x). Applying the same rule twice gives (y,x)(x,y)(-y,x)\to(-x,-y), which is the 180180^\circ rule; a third time gives (y,x)(y,-x), the 270270^\circ rule. You never have to memorize all three if you can apply the quarter-turn rule repeatedly.

The most common errors are swapping the coordinates without changing a sign, or changing the sign on the wrong coordinate — which turns a 9090^\circ counterclockwise rotation into a 9090^\circ clockwise one. Two quick checks catch this. First, distance from the origin must be unchanged: (4,1)(4,1) and (1,4)(-1,4) are both 17\sqrt{17} from the origin. Second, sketch the quadrant. A point in Quadrant I must land in Quadrant II after a 9090^\circ counterclockwise turn, in Quadrant III after 180180^\circ, and in Quadrant IV after 270270^\circ counterclockwise. If your answer is in the wrong quadrant, the sign is wrong.

Rotating About a Center Other Than the Origin

The coordinate rules above only work when the center is (0,0)(0,0). For any other center (a,b)(a,b), use translate–rotate–translate back:

First, translate so the center moves to the origin: subtract, (x,y)(xa,  yb)(x,y)\to(x-a,\;y-b). Second, apply the origin rule for your angle. Third, translate back by adding (a,b)(a,b).

For a 9090^\circ counterclockwise rotation about (a,b)(a,b) this composes into(x,y)    (a(yb),    b+(xa)).(x,y)\;\longrightarrow\;\bigl(a-(y-b),\;\;b+(x-a)\bigr).For a 180180^\circ rotation about (a,b)(a,b) it simplifies to (x,y)(2ax,  2by)(x,y)\to(2a-x,\;2b-y), which says the center is the midpoint of every segment joining a point to its image. That midpoint fact is worth remembering — it makes half-turns very fast.

The most frequent mistake is forgetting the third step, so the image ends up rotated correctly but sitting in the wrong place. A second common slip is subtracting the center coordinates from only the xx-values. Keep the work in a table so each row shows all three steps.
StepA(7,3)A(7,3) about (5,2)(5,2), 9090^\circ CCW
Subtract center(2,1)(2,1)
Rotate: (x,y)(y,x)(x,y)\to(-y,x)(1,2)(-1,2)
Add center back(4,4)(4,4)
Check the result: the distance from (5,2)(5,2) to (7,3)(7,3) is 5\sqrt{5}, and the distance from (5,2)(5,2) to (4,4)(4,4) is 1+4=5\sqrt{1+4}=\sqrt{5}. Equal radii, as required. If a vertex of the figure happens to be the center itself, it stays put — subtracting gives (0,0)(0,0), rotating gives (0,0)(0,0), and adding back returns the center.

Why a Rotation Is a Rigid Motion That Preserves Orientation

To say a rotation is rigid means the image is congruent to the pre-image. Here is the reasoning for the coordinate case. Take two points P(x1,y1)P(x_1,y_1) and Q(x2,y2)Q(x_2,y_2) and rotate 9090^\circ counterclockwise about the origin to get P(y1,x1)P'(-y_1,x_1) and Q(y2,x2)Q'(-y_2,x_2). ThenPQ=(y2+y1)2+(x2x1)2=(x2x1)2+(y2y1)2=PQ.P'Q'=\sqrt{(-y_2+y_1)^2+(x_2-x_1)^2}=\sqrt{(x_2-x_1)^2+(y_2-y_1)^2}=PQ.Distance is preserved, so every segment keeps its length. Since triangles with three pairs of equal sides are congruent, every angle inside the figure keeps its measure too. Translating before and after does not change distances either, so the same argument covers rotations about any center.

Orientation is different from position. Label the vertices of a triangle AA, BB, CC and note whether reading them in order goes counterclockwise or clockwise around the figure. A rotation turns the whole plane by one fixed angle, so that reading direction is unchanged: rotations are called direct isometries. A reflection reverses the reading order, which is why a reflected letter R looks backwards but a rotated letter R does not.

A question that often appears later: given a figure and its image, how do you recover the rotation? Draw segments AA\overline{AA'} and BB\overline{BB'} and construct their perpendicular bisectors. Because CA=CACA=CA' and CB=CBCB=CB', the center CC must lie on both bisectors, so it is their intersection point. Then mACAm\angle ACA' is the angle of rotation, and the sense in which AA turns to AA' gives the direction.

Key terms

Rotation.
A transformation that turns every point of a figure about a fixed center through a given angle and direction, keeping each point the same distance from the center.
Center of rotation.
The fixed point the figure turns around; it is the only point that maps to itself under the rotation.
Angle of rotation.
The measure of the turn, equal to mPCPm\angle PCP' for any point PP, its image PP', and center CC. Positive angles are counterclockwise by convention.
Rigid motion (isometry).
A transformation that preserves distance and angle measure, so the image is congruent to the pre-image. Rotations, reflections, and translations are all rigid motions.
Orientation.
The clockwise or counterclockwise order in which labeled vertices read around a figure. Rotations and translations preserve it; reflections reverse it.
Pre-image and image.
The original figure and its result after the transformation; image points are usually marked with primes, as in AAA\to A'.
Translate–rotate–translate back.
The method for rotating about a center (a,b)(a,b): subtract (a,b)(a,b) from each point, apply the origin rotation rule, then add (a,b)(a,b) back.
Half-turn.
A 180180^\circ rotation. About center (a,b)(a,b) its rule is (x,y)(2ax,2by)(x,y)\to(2a-x,\,2b-y), so the center is the midpoint of each segment from a point to its image.

Worked example

Triangle ABCABC has vertices A(4,1)A(4,1), B(6,1)B(6,1), and C(4,5)C(4,5). Rotate the triangle 9090^\circ counterclockwise about the point P(2,1)P(2,-1). Give the image coordinates and verify that the transformation is rigid.
Step 1 — Translate so the center lands on the origin. Subtract (2,1)(2,-1) from each vertex, which means subtracting 2 from each xx and adding 1 to each yy. A(4,1)(2,2)A(4,1)\to(2,2), B(6,1)(4,2)B(6,1)\to(4,2), C(4,5)(2,6)C(4,5)\to(2,6).

Step 2 — Apply the origin rule for 9090^\circ counterclockwise, (x,y)(y,x)(x,y)\to(-y,x). (2,2)(2,2)(2,2)\to(-2,2), (4,2)(2,4)(4,2)\to(-2,4), (2,6)(6,2)(2,6)\to(-6,2).

Step 3 — Translate back by adding (2,1)(2,-1): add 2 to each xx and subtract 1 from each yy. (2,2)A(0,1)(-2,2)\to A'(0,1), (2,4)B(0,3)(-2,4)\to B'(0,3), (6,2)C(4,1)(-6,2)\to C'(-4,1).

Step 4 — Check the radii. PA=(42)2+(1+1)2=8PA=\sqrt{(4-2)^2+(1+1)^2}=\sqrt{8} and PA=(02)2+(1+1)2=8PA'=\sqrt{(0-2)^2+(1+1)^2}=\sqrt{8}. Equal, as a rotation requires.

Step 5 — Check side lengths. ABAB runs from (4,1)(4,1) to (6,1)(6,1), length 2; ABA'B' runs from (0,1)(0,1) to (0,3)(0,3), length 2. ACAC has length 4 and ACA'C' from (0,1)(0,1) to (4,1)(-4,1) has length 4. Corresponding sides match, so the image is congruent to the pre-image and the rotation is a rigid motion.

Step 6 — Check the turn. The vector from PP to AA is 2,2\langle 2,2\rangle and from PP to AA' is 2,2\langle -2,2\rangle. Their dot product is 4+4=0-4+4=0, confirming a right angle, and the turn from pointing up-right to pointing up-left is counterclockwise. Notice also that horizontal side AB\overline{AB} became vertical side AB\overline{A'B'} — exactly what a quarter turn should do.

Practice questions

What is the image of the point (3,5)(-3,5) after a 270270^\circ counterclockwise rotation about the origin?
  1. (5,3)(5,3)
  2. (5,3)(-5,-3)
  3. (3,5)(3,5)
  4. (5,3)(-5,3)

Answer: (5,3)(5,3)

The rule for 270270^\circ counterclockwise is (x,y)(y,x)(x,y)\to(y,-x). With x=3x=-3 and y=5y=5, the image is (5,(3))=(5,3)(5,-(-3))=(5,3). Check it two ways. Distance from the origin is 9+25=34\sqrt{9+25}=\sqrt{34} for both points, as it must be. And the pre-image sits in Quadrant II, so a 270270^\circ counterclockwise turn (equivalently a quarter turn clockwise) should land it in Quadrant I — and (5,3)(5,3) is in Quadrant I. The choice (5,3)(-5,-3) comes from using the 9090^\circ counterclockwise rule instead, and (5,3)(-5,3) comes from swapping coordinates without adjusting a sign.
Point Q(1,4)Q(1,4) is rotated 180180^\circ about the center M(2,3)M(-2,3). Find the coordinates of QQ', and explain what is special about the relationship among QQ, MM, and QQ'.

Answer: Q(5,2)Q'(-5,2); the center MM is the midpoint of QQ\overline{QQ'}.

Use translate–rotate–translate back. Subtract the center: (1(2),43)=(3,1)(1-(-2),\,4-3)=(3,1). Apply the 180180^\circ rule (x,y)(x,y)(x,y)\to(-x,-y): (3,1)(-3,-1). Add the center back: (3+(2),1+3)=(5,2)(-3+(-2),\,-1+3)=(-5,2). The shortcut rule (x,y)(2ax,2by)(x,y)\to(2a-x,\,2b-y) gives the same result: (2(2)1,  2(3)4)=(5,2)(2(-2)-1,\;2(3)-4)=(-5,2). Because a half-turn sends each point to the opposite side of the center along the same line at the same distance, the center is exactly the midpoint: the midpoint of (1,4)(1,4) and (5,2)(-5,2) is (152,4+22)=(2,3)=M\left(\frac{1-5}{2},\frac{4+2}{2}\right)=(-2,3)=M. That midpoint property is a fast way to check any 180180^\circ rotation.
Triangle DEFDEF is mapped to triangle DEFD'E'F'. A student measures and finds all three pairs of corresponding sides congruent, but notices that DD, EE, FF read clockwise around the pre-image while DD', EE', FF' read counterclockwise around the image. Can this mapping be a rotation? Explain.

Answer: No. A rotation preserves orientation, so the reading order cannot flip; the mapping must involve a reflection.

Congruent corresponding sides tell you the mapping is a rigid motion, but they do not tell you which one. Rotations and translations are direct isometries: they turn or slide the whole plane without flipping it, so the counterclockwise-or-clockwise reading order of the labeled vertices stays the same. Reflections reverse that order. Since the order changed here, the mapping must be a reflection or a composition that includes an odd number of reflections, such as a glide reflection. This is the key difference students overlook when they assume any congruence-preserving map is a rotation.

FAQ

Is a 270270^\circ counterclockwise rotation the same as a 9090^\circ clockwise rotation?
Yes. A full turn is 360360^\circ, so turning 270270^\circ one way lands in the same position as turning 9090^\circ the other way. Both use the rule (x,y)(y,x)(x,y)\to(y,-x) about the origin. In general, a rotation of θ\theta counterclockwise equals a rotation of 360θ360^\circ-\theta clockwise.
How do I know whether to rotate clockwise or counterclockwise?
Read the problem. If it just says "rotate 9090^\circ" with no direction, the standard convention is counterclockwise, and a negative angle such as 90-90^\circ means clockwise. When a diagram is given, plot one vertex and its image and see which way the turn goes; that settles it for the whole figure, since every point turns the same way.
Why can't I use the rule (x,y)(y,x)(x,y)\to(-y,x) when the center is not the origin?
That rule is built from the geometry of turning around (0,0)(0,0) — it assumes the distance you preserve is the distance to the origin. If the center is (a,b)(a,b), you must first shift the picture so the center sits at the origin, apply the rule, then shift back. Skipping the shift-back step is the single most common error, and it produces an image that has the right shape and tilt but is in the wrong location.
How do I find the center and angle of a rotation if I am only given the figure and its image?
Connect two pairs of corresponding points, such as AA\overline{AA'} and BB\overline{BB'}, and construct the perpendicular bisector of each. The center lies on both bisectors because it is equidistant from each point and its image, so the intersection of the bisectors is the center CC. Then measure ACA\angle ACA' to get the angle, and note whether AA swept counterclockwise or clockwise to reach AA'.

Learn this with a teacher, not a page

The Crimsora tutor teaches Rotations live — explaining on a whiteboard, asking you questions, and adapting to where you get stuck.