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runningc
- 9
- 2
How do I calculate the resultant of three component vectors set mutually at 60 degrees to each other (not in the same plane)?
sophiecentaur said:... Then the overall resultant vector is given by adding the three resulting components.
Agreed - unless you actually need to draw a line on a graph.Cutter Ketch said:Frankly I’d just leave it as components.
A 3D coordinate vector is a mathematical representation of a point in three-dimensional space. It consists of three components - x, y, and z - that specify the point's position relative to an origin point. This vector can be used to describe the location, direction, and magnitude of a point in 3D space.
The magnitude of a 3D coordinate vector can be calculated using the Pythagorean theorem. The formula is: magnitude = √(x^2 + y^2 + z^2), where x, y, and z are the components of the vector. This gives the length of the vector from its origin to its endpoint.
The dot product of two 3D coordinate vectors is a scalar value that represents the projection of one vector onto the other. It is calculated by multiplying the corresponding components of the two vectors and then adding them together. The formula is: A · B = Ax * Bx + Ay * By + Az * Bz, where A and B are the two vectors and Ax, Ay, Az and Bx, By, Bz are their respective components.
The angle between two 3D coordinate vectors can be calculated using the dot product formula and the magnitude formula. The formula is: cosθ = (A · B) / (|A| * |B|), where A and B are the two vectors and |A| and |B| are their respective magnitudes. The angle can then be found by taking the inverse cosine of the result.
3D coordinate vectors are commonly used in computer graphics to represent and manipulate objects in a three-dimensional space. They are used to determine the position, orientation, and movement of objects in a 3D scene. They are also used in lighting and shading calculations to create realistic 3D images.