I rotate a vector using the following code:
var newVectorX = Math.Cos(step) * normalizedVector.X
- Math.Sin(step) * normalizedVector.Y;
var newVectorY = - Math.Sin(step) * (normalizedVector.X )
+ Math.Cos(step) * normalizedVector.Y;
I tried to create a 2×2 matrix so I just can multiply my normalized vector with the matrix. The result would be the new rotated vector instead the coordinates.

Unfortunately System.Windows.Media.Matrix doesn’t support 2×2 matrices. I couldn’t find any implementation of this rotation matrix so far. How would you implement this?
Actually,
System.Windows.Media.Matrixis exactly what you need. While it may seem that you want a 2×2 matrix, using a 3×3 matrix allows for translations too. Just use aSystem.Windows.Media.Matrixand ignore the part you don’t need.