Converting rx in spherical coordinates to cartesian.

AI Thread Summary
The discussion focuses on converting spherical coordinates to Cartesian coordinates, with the user expressing confusion about the process. They inquire about a straightforward procedure for these conversions and seek clarification on the term "rx" as a vector component. The conversation includes formulas for both conversions, noting a difference in notation between "rho" and "r." The importance of using dot products to find components in each coordinate system is highlighted, along with the necessity of expressing unit vectors geometrically. Overall, the thread emphasizes the complexity of the conversion process and the need for a clear understanding of the coordinate systems involved.
seang
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I have no idea how to do this. I've tried a lot of things but I can never reduce it to solely cartesian coordinates. Is there any hard fast procedure to conversions like this? thanks.
 
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what's rx?
 
Is is a component of the vector I am working to convert to cartesian coordinates.
 
Do you know the formulas for conversion from Cartesian to spherical coordinates?

x= \rho cos(\theta)sin(\phi)
y= \rho sin(\theta)sin(\phi)
z= \rho cos(\phi)

\rho= \sqrt{x^2+ y^2+ z^2}
\theta= arctan(\frac{y}{z})
\phi= arctan(\frac{z}{\sqrt{x^2+y^2}})

The x-component of a vector is just the x coordinate of the corresponding point.
 
Yes I have these. Except where ever yours have rho, I have r. That's ok. So can I just say that (rx), or (px) with your equations, is equal to x\sqrt{x^2+ y^2+ z^2}

? That seems too easy.
 
Let's say your vector in spherical coordinates is:
\vec S = (S_R, S_\theta, S_\phi)

and cartesian,
\vec C = (C_x, C_y, C_z) [/itex]<br /> <br /> Now if you want the x-component of \vec C you use the dot product, \vec C \cdot \hat x, where \hat x = (1,0,0) (in cartesian coordinates).<br /> <br /> Now if you want the x-component of \vec S you use the dot product, \vec S \cdot \hat x.<br /> <br /> You need to express the unit vectors in the different coordinate system though. You can do this with geometry.<br /> <br /> That makes it a little bit more difficult for you.
 
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