Isometry

An isometry is a transformation that preserves distance.

This means the size and shape stay exactly the same, and is called a rigid transformation.

It's in the name: "iso" means equal, and "metry" means measure, so isometry says "equal measure".

In fact the new shape is congruent to the original.

shapes on table
Think of it like moving a physical object around on a table
We can slide it, turn it, or flip it over, but we can't stretch or squash it.

The Four Isometries

In the plane, there are only four types of isometries:

Translation:
a "slide" by a vector
Rotation:
a "turn" by angle θ around a center point
Reflection:
a "flip" across a line
Glide Reflection:
a reflection and translation combined

And now ... with Functions!

We can use functions to describe each transformation, unlocking the massive power of algebra. Any point P gets mapped to a new point P':

Translation:
T(x, y) = (x+a, y+b)
Rotation:
Rθ(P) = P'
Reflection:
RefL(P) = P'
Glide Reflection:
G(P) = T(Ref(P))

Examples

Reflection
Reflection
across line L
Reflection
Also a Reflection
Rotation
Rotation
(one point is invariant)

How to Identify an Isometry

We look for clues!

Orientation

Does the shape still face the same way?

Label the vertices in clockwise order A, B, C and so on:

2. Invariant Points

Are there invariant points (that stay fixed).

3. Parallel

Does a line segment stay parallel to its original version?

Example

A shape reflected and then translated, showing reversed orientation

The orientation is reversed and there are no invariant points (all points are in different locations), so we are looking at a Glide Reflection.

In Summary:

Transformation Orientation Invariant Points
Translation Preserved None
Rotation Preserved One point (center)
Reflection Reversed A whole line
Glide Reflection Reversed None

Justifying an Isometry

To justify that a transformation is an isometry, we must prove that the distance between any two points A and B stays the same.

So for any two points A and B we have the same distance before as after:

distance = (x2 − xA)B + (y2 − yA)B