Cartesian coordinates in 3D problem.

AI Thread Summary
The discussion focuses on calculating the angle between the planes OAB and ABC using Cartesian coordinates in 3D. The points A, B, and C are defined with specific coordinates, and the plane OAB is identified as the xy-plane. Participants suggest visualizing the problem through sketches and using symmetry to simplify the calculations. The angle between the planes can be determined by finding the angle between specific vectors derived from the points, utilizing the dot product formula. Understanding the relationship between vectors and planes is emphasized as crucial for solving the problem effectively.
Gaz031
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I've no idea what to do with this, the examples didn't have anything of this style:

The point A has coordinates (3,0,0), the point B has coordinates, (0,3,0), the point C has coordinates (0,0,7). Find, to 0.1 degrees, the sizes of the angle between the planes OAB and ABC, where O is the origin.

Could someone give me an idea of what to do? I've only just introduced myself to cartesian coordinates/vectors in 3 dimensions.
 
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The plane OAB is simply the xy-plane.
By symmetry you can see (draw a picture) that the angle between the planes is
the same as the angle between the vector [1,1,0] and the vector [-1/2,-1/2,3].
 
The thing is, i have no idea how to calculate angles in 3d. I always thought of angles as 2 dimensional.
 
I suggust drawing the points first then sketching the plane OAB and ABC. Then you can treat this as a simple Pythagorean then trig question. As Galileo has stated, the drawing will be in symmetry.

a hint would be finding the length of AB and the line from origin to the midpt of AB
 
Galileo said:
The plane OAB is simply the xy-plane.
By symmetry you can see (draw a picture) that the angle between the planes is
the same as the angle between the vector [1,1,0] and the vector [-1/2,-1/2,3].

I can't draw 3d shapes but I've sketched it as best as i can. Where did you get the coordinates 1,1,0 and -.5,-.5,3 from? What mathematical process? I hate crappy 3d vectors especially with this crappy book that throws you a question without any method for doing it.
 
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manixc said:
I suggust drawing the points first then sketching the plane OAB and ABC. Then you can treat this as a simple Pythagorean then trig question. As Galileo has stated, the drawing will be in symmetry.

a hint would be finding the length of AB and the line from origin to the midpt of AB

I know the length of AB is root3. The line AB has equation 3y+3x-9=0. Neither do i understand how you can have a three dimensional angle without making a whole lot of extra degrees or using two angles and reinventing trigonometry.
 
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A is on the x-axis and B is on the y-axis. The plane OAB is just the xy-plane.
The plane OAB crosses OAB in the line AB. The "angle" between the planes is the angle between a line in OAB perpendicular to AB and a line in ABC perpendicular to AB, that is between the line through (0,0,7) perpendicular to AB and the line through (0,0,0) perpendicular to AB.
 
Gaz031 said:
The thing is, i have no idea how to calculate angles in 3d. I always thought of angles as 2 dimensional.

Two nonzero, nonparallel vectors (in whatever dimension) determine a plane.
The angle between those vectors is an angle on that plane.

Given nonzero vectors \vec A and \vec B, the angle \theta between them can be determined by using two expressions for the dot-product \vec A \cdot \vec B.

\vec A \cdot \vec B = A_x B_x + A_y B_y +A_z B_z= |\vec A| |\vec B| \cos\theta
 
robphy said:
Two nonzero, nonparallel vectors (in whatever dimension) determine a plane.
The angle between those vectors is an angle on that plane.

Given nonzero vectors \vec A and \vec B, the angle \theta between them can be determined by using two expressions for the dot-product \vec A \cdot \vec B.

\vec A \cdot \vec B = A_x B_x + A_y B_y +A_z B_z= |\vec A| |\vec B| \cos\theta

Sometimes the angle between two planes is determined by first computing the angle between the normal vectors to a plane. The normal to a plane \vec n is simply a vector perpendicular to the plane. The vector equation of a plane (fyi) is written concisely as

\vec n \cdot \vec r = 0

Here \vec r is a vector perpendicular to n, which means r lies in the plane.
 
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