David Miller Background mathematics 3 Coordinates and vectors Coordinate axes and vectors Ordinary geometry Three axes x, y, and z All at right angles Cartesian axes (from Ren Descartes) Lines or directions at right angles are also called orthogonal x y z Coordinate axes and vectors Right-handed axes Using your right hand Thumb x Index (first) finger y Middle finger z No matter how you now rotate your whole hand the axes remain right- handed x y z Coordinate axes and vectors If you use your left hand Thumb x Index (first) finger y Middle finger z give left-handed axes No rotation of this entire set of left-handed axes will ever make it right-handed We use right hand axes unless otherwise stated x y z Coordinate axes and vectors For some point P in space The corresponding projections onto the coordinate axes give Cartesian coordinates x P , y P , and z P , relative to the origin of the axes Sometimes written (x P , y P , z P ) P . (x P , y P , z P ) x y z x P y P z P origin . Coordinate axes and vectors A vector is something with a magnitude such as a length and a direction Usually written in bold font e.g., G Sometimes G or And shown as an arrow With length and direction G G
Coordinate axes and vectors
A vector could be the distance and direction you need to walk to get from A to B A B r Coordinate axes and vectors A vector could be A force how hard you are pushing and what direction you are pushing F Coordinate axes and vectors A vector could be A velocity how fast you are going (speed) e.g., the number on your car speedometer and what direction you are going in e.g., on a compass v Coordinate axes and vectors An ordinary number which has no direction is called a scalar Distance how hard you push speed are all scalars Scalars are in ordinary fonts Usually italic in printing r F v Coordinate axes and vectors A vector has components along three orthogonal axes G x , G y , and G z We can also define vectors of unit length along each axis i unit vector along x j unit vector along y k unit vector along z x y z G G x G y G z i j k Coordinate axes and vectors Then we can write G=G x i+G y j+G z k x y z G G x G y G z G x i G y j G z k Coordinate axes and vectors Then we can write G=G x i+G y j+G z k making the final vector up by adding its vector components x y z G G x G y G z G x i G y j G z k Background mathematics 3 Operations with vectors Adding vectors To add vectors graphically connect them head to tail in any order G S G + S S G G + S Adding vectors To add vectors algebraically add them component by component G x i S x i G y j S y j G z k S z k G + S ( ) ( ) ( ) x x x x z z y z y y y z G S G S G S G S G S S G = + + + + + + + + = + + + i i i j k k G S j j k Multiplying vectors Two kinds of multiplications or products for geometrical vectors Dot product Gives a scalar result Cross product Gives a vector result a b a b Vector dot product One formula for the dot product is Here the modulus sign | | means we take the length of the vector Note that Also So a = a = a b b a cos cos ab u u = a b b a u angle u b a 2 a = a a a = a a Vector dot product One formula for the dot product is We can think of as The projection of vector b onto the direction of vector a Multiplied by the length of a or The projection of vector a onto the direction of vector b Multiplied by the length of b u angle u a b cos cos ab u u = a b b a cosu a b Vector dot product One formula for the dot product is Note that for two vectors at right angles and so the dot product is zero cos cos ab u u = a b b a ( ) cos / 2 0 t = / 2 90 t u = t /2 a b Vector dot product The unit vectors along the coordinate directions are all orthogonal (at right angles) So all their dots products with one another are zero Also, since these are unit length vectors, by definition i j k 0 = i j 0 = j k 0 = i k 0 = j i 0 = k j 0 = k i 1 = i i 1 = j j 1 = k k Vector dot product Since Forming the dot product algebraically gives which is an equivalent formula for the dot product b a ( ) ( ) x y z x y z a b a a b b = + + + + b i j a i j k k x z z y x y a a b a b b = + + b a 0 = i j 0 = j k 0 = i k 0 = j i 0 = k j 0 = k i Vector dot product The components of a vector can be found by taking the dot product with the unit vectors along the coordinate directions For example G i ( ) x z x y G G G G = + + = j k i G i i Vector cross product For two vectors the vector cross product is n is a unit vector with a direction given by the right hand screw rule x y z a a a = + + a i j k x y z b b b = + + b i j k b a u sin sin b a u u = n a b b a n Right hand screw rule Imagine you have a corkscrew With an ordinary right-handed thread with its handle lined up along vector a Now rotate the handle so it lines up with vector b The direction, in or out, that the corkscrew moved is the direction of the vector n b a u gives vector n away from you a b b a u gives vector n towards you a b Vector cross product Note that If we have to turn clockwise to go from a to b So the corkscrew goes in So n points inwards Then we have to turn anti-clockwise to go from b to a So the corkscrew goes out So n point outwards b a u = a b b a Vector cross product An equivalent algebraic formula for the vector cross product is A short-hand way of writing this is which is the same as the determinant notation used with matrix algebra ( ) ( ) ( ) z y x z y x y x y z z x a a a a a b b a b b b b = + + j a i b k x x y z y z a a b b b a = a k b i j