Arrows and the cosine law work well for two vectors on paper, but a drone autopilot or a video-game engine juggles thousands of vectors every second, many of them in three dimensions. Computers need numbers, not drawings. Writing a vector as COMPONENTS (how far it goes along each axis) turns every geometric operation into simple arithmetic, and it works just as easily in 3-space as in 2-space.
Vectors in 2-space
Place a vector's tail at the origin and its head lands on a point . That vector, , is the POSITION VECTOR of , and and are its components. Using the unit vectors and , the same vector is . The vector between two points is head minus tail: from to , . Two vectors are equal exactly when all their components are equal, and by Pythagoras the magnitude is .
Converting between direction form and components
Going from direction form to components is direct: a vector of magnitude at is The signs take care of themselves in every quadrant, as long as is the standard angle (convert a bearing first). Going back needs care. The vector has and , fine because it lies in quadrant 1. A calculator's only returns angles between and , so for vectors pointing left it gives the wrong quadrant.
| Quadrant of (x, y) | Signs | Standard angle |
|---|---|---|
| 1 | , | |
| 2 or 3 | ||
| 4 | , |
Points and vectors in 3-space
Add a third axis, , perpendicular to both and . The axes form a RIGHT-HANDED system: curl the fingers of your right hand from the positive -axis toward the positive -axis and your thumb points along the positive -axis. A point is and its position vector is , with . The SAME triple of numbers describes the point and the vector; the context says which you mean. The three coordinate planes are the -plane (), the -plane () and the -plane ().
Operations, one component at a time
| Operation | Rule for a = (a₁, a₂, a₃) and b = (b₁, b₂, b₃) |
|---|---|
| Sum | |
| Difference | |
| Scalar multiple | |
| Unit vector | |
| Collinear test | for one value of (every component ratio is the same) |