Rectangular coordinate systems in 3-space are defined like rectangular coordinate systems in 2-space, but with an extra axis.
To define a rectangular coordinate system in 3-space | |||||||||
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A few notes. To avoid making our picture overly complicated, we usually draw only the positive parts of the axes unless the negative parts are essential to the current situation. Also, note that we usually draw the x-axis pointing "out" of the plane of the page, the y-axis horizontally and the z-axis vertically. There are other orientations (six orientations in total) which are sometimes used: here are the positive axes of each.
Rectangular coordinate systems in 3-space are either right-handed or left-handed. A system is right-handed if, when you curl the fingers of your right hand so as to push the positive x-axis onto the positive y-axis through 90°, you thumb points roughly in the direction of the z-axis. The system is left-handed otherwise (or if you do the same test with your left hand). The usual way of orienting the axes mentioned before is right-handed (the first system in the picture above). Can you decide whether the remaining five are right-handed or left-handed?
To define components for vectors in 3-space, we do essentially what we did in 2-space: represent the vector by an arrow with its tail at the origin and look at the coordinates of its head.
Components of a vector in 3-space | ||
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As before, we can write a vector in an alternate form using the vectors
along the coordinate axes. In this form, any vector v = (a, b, c) can be written as v = ai + bj + ck. |
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To calculate with components, we do essentially as we did in 2-space, but with one extra component.
Calculations with components in 3-space | |
Suppose u, v and w are vectors in 3-space and c is any scalar. In terms of components with respect to some coordinate system in 3-space, |
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If u = (u1, u2, u3 ), v = (v1, v2, v3) and w = (w1, w2, w3), then |
If u = u1i + u2j + u3k, v = v1i + v2j + v3k and w = w1i + w2j +w3k, then |
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To prove these rules, use the second component form for the vectors and the list of ten essential rules. |
To find the components of the vector joining two points, proceed as you did for 2-space.
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Proof: PQ = OQ – OP = (q1, q1, q3) – (p1, p2, p3) = (q1 – p1, q2 – p2, q3 – p3). |