Wow my trig is rusty

OK, I have this rendering figured out, with my exceedingly sloppy 48-sided “ball” with a square shadow being my test model. I can spin it around, whack it in different directions, and it has basic physics modelling of friction and gravity. I realize this stuff is child's play when it comes down to it, but I haven't done this type of work since the DOS days! Screencap:

Maybe someone who is still in grade 11, or someone who can remember grade 11 at least, can help me with this. Given a three dimensional angle (ie. rotation around Y and an angle off the ZX plane for example), how do you compute the “step size” along X, Y, and Z. Or, to put it another way, if I rotate you a certain number of degrees around the Y axis, and then inclide you up or down (like targetting a mortar), what is the co-ordinate 1 unit of measurement along that line?

Yeah, I'm rusty.

UPDATE: I do know how to do the above using matrix math. I was just hoping there might be a shortcut since I only am doing an ultra-simple variation on a 3D rotation.

Wow Shannon, that's really annoying! What is it, 1997 on Geocities? Retroweb is NOT cool!

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