A 3D vector represents a displacement in three-dimensional space, typically denoted by three components or in unit vector form as . The unit vectors , , and are mutually perpendicular vectors of magnitude 1 pointing along the positive , , and axes respectively.
Position vectors describe the location of a point relative to a fixed origin . If a point has coordinates , its position vector is .
The magnitude (or modulus) of a 3D vector is calculated using a 3D extension of Pythagoras' Theorem: . This scalar value represents the straight-line distance from the start to the end of the vector.
The distance between two points and is the magnitude of the displacement vector . It is found by subtracting coordinates and applying the magnitude formula: .
A unit vector in the direction of vector is defined as . This process, called normalization, scales the vector so its magnitude is exactly 1 while preserving its original spatial orientation.
Vector arithmetic in 3D follows component-wise logic. For addition, subtraction, and scalar multiplication, you perform the operation independently on the , , and components, which allows complex spatial movements to be broken down into simple linear steps.
To prove two lines are parallel, show that their direction vectors are scalar multiples of each other. If vector for some non-zero scalar , then and point in the same or opposite directions.
To prove three points , , and are collinear (lie on the same straight line), you must satisfy two conditions: the vectors and must be parallel, and they must share a common point (in this case, point ).
Geometric shapes like cuboids or parallelepipeds can be analyzed by identifying equal vectors. For example, in a cuboid, opposite edges are represented by the same vector because they have the same length and direction.
The Cosine Rule is used to find the angle between two vectors by treating them as sides of a triangle. By calculating the magnitudes of the two vectors and the magnitude of the vector connecting their endpoints, the angle is found via .
The area of a triangle formed by two vectors and meeting at an angle is given by . This allows for the calculation of surface areas in 3D models without needing to find perpendicular heights.
Direction Cosines describe the angles that a vector makes with the positive axes. These are calculated using the ratios , , and .
| Feature | Position Vector | Displacement Vector |
|---|---|---|
| Origin | Always starts at | Starts at any point |
| Notation | or | |
| Purpose | Defines a specific point | Defines movement between points |
It is vital to distinguish between a vector (which has direction) and its magnitude (which is a scalar). In 3D problems, many students mistakenly treat the components as distances rather than coordinates, leading to errors in orientation.
Draw 2D Triangles: When solving for angles or areas in 3D, extract the relevant triangle and draw it as a flat 2D sketch. This simplifies the visualization and prevents errors in applying the Sine or Cosine rules.
Check for Parallelism: Always look for common factors between components. If one vector is and another is , the factor of immediately proves they are parallel.
Verify Magnitude: If a magnitude calculation results in a very complex surd, double-check your component subtractions. While surds are common, simple integer components often lead to 'cleaner' magnitudes in exam scenarios.
Sign Awareness: When calculating , be extremely careful with negative coordinates. A common mistake is being calculated as .