Vector Algebra Suppose we have a point P with position vector p and that this vector makes angles of A, B and C with the x, y and z axes respectively.
Now the angle made by the p with the x-axis Suppose
p = ai + bj + ck written in component form. Then p.i = |p||i| cos A , But p.i = (ai + bj + ck).i = a. Also, |i| = 1 because i is a vector of one unit in length. So now we have, a = |p| cos A and therefore cos A = a/|p|. Similarly, cos B = b/|p| and cos C = c/|p|, Also we know that |p| = √(a2+b2+c2) We have now found the cosines of the angles which p makes with the x, y and z axes respectively. These are called direction cosines.
Now the vector (cos A)i + (cos B)j + (cos C)k is
rather special. Since it is equal to (a/|p|)i + (b/|p|)j + (c/|p|)k it has the same direction as p and lies along OP. Also, its length is given by the square root of (cos2A + cos2B + cos2C). From above, this is the same as the square root of {(a2 + b2 + c2) divided by (a2 + b2 + c2)}= 1. So it is a unit vector in the direction of p, and it is often written by putting a little circumflex that over the p and calling it p that.If we had started with a free vector p, the working to find its direction cosines would be exactly the same, since the angles it makes with the 3 axes remain the same if we slide it until its tail is at the origin. Principal Axis Vectors A principal axis vector, e.g. <x> is named after the principal axis it's parallel to (the x axis for our example) and has a length of exactly one unit. For 2D space, <x> = [1 0] and <y> = [0 1]. For 3D space, x = [1 0 0], y = [0 1 0] and z = [0 0 1]. In math speak, these vectors form a ‘basis’, in particular an ‘orthonormal’ one. A basis is a collection of vectors combined in various proportions to span the entirety of some space. Orthonormal means the vectors are mutually 90° to each other and each is one unit in length Principle Axis Principle Axis Vectors in 2-D Vectors in 3-D
These symbols for the principal axis vectors are not
universal. They are more commonly known as i, j and k. Unit Vectors Unit vectors are always one unit in length, like principal axis vectors, but can point in any direction. They are used to indicate direction, or used in pairs or triplets to form a new basis, a local coordinate system. The orientation of an aircraft may be described as three ‘orientation vectors’ X,Y,Z in some Cartesian space Normal Vectors Normal vectors are perpendicular to something, usually a line in 2D space or a plane in 3D space. Technically. normal vectors can have any length greater than zero. In practice they are often scaled to unit length to simplify the equations that utilize them. The process of forcing a vector to a length of 1 is called normalization, a confusing term since normal vectors don't have to be of unit length and normalised vectors aren't necessarily intended to be normal to anything. Normals are often assigned to the faces or vertices on 3D polygon meshes, pointing outward. Lighting calculations use the normals and the direction of a light source to determine the lit colour associated with each normal.
Face normals used for flat shading
Projection of Vectors Projection of vector AB, making an angle of θ with the line L, on line L is vector P = |AB| cos θ