Welcome to FP3 Vectors: Navigating 3D Space!
Hello future mathematician! This chapter, Vectors, is where Further Pure Mathematics really opens up the three-dimensional world. If you found standard A-Level vectors straightforward, great! If you found them challenging, don't worry—we're going to build on those basics step-by-step.
In FP3, we introduce powerful new tools like the Vector Product and the Equation of a Plane. Mastering these concepts is essential for solving complex geometric problems involving volumes, areas, and relative positions of objects in space.
Let's dive in and make 3D geometry understandable!
1. The Vector Product (The Cross Product)
You are already familiar with the Scalar Product (Dot Product), which results in a number (a scalar) and tells us about the angle between vectors. The Vector Product (or Cross Product) is different: it results in a new vector!
1.1 Definition and Calculation
If we have two vectors, \(\mathbf{a}\) and \(\mathbf{b}\), their vector product, \(\mathbf{a} \times \mathbf{b}\), is calculated using a determinant based on the unit vectors \(\mathbf{i}, \mathbf{j}, \mathbf{k}\).
Let \(\mathbf{a} = a_1\mathbf{i} + a_2\mathbf{j} + a_3\mathbf{k}\) and \(\mathbf{b} = b_1\mathbf{i} + b_2\mathbf{j} + b_3\mathbf{k}\).
The calculation is:
$$ \mathbf{a} \times \mathbf{b} = \begin{vmatrix} \mathbf{i} & \mathbf{j} & \mathbf{k} \\ a_1 & a_2 & a_3 \\ b_1 & b_2 & b_3 \end{vmatrix} $$Step-by-Step Calculation Trick:
To find the resulting vector components:
- For the \(\mathbf{i}\) component: Cover the first column. Calculate \((a_2b_3 - a_3b_2)\).
- For the \(\mathbf{j}\) component: Cover the second column. Calculate \((a_1b_3 - a_3b_1)\). CRITICAL STEP: Because the determinant calculation alternates sign, you must multiply this result by \(-1\), giving \(-(a_1b_3 - a_3b_1)\) or \((a_3b_1 - a_1b_3)\).
- For the \(\mathbf{k}\) component: Cover the third column. Calculate \((a_1b_2 - a_2b_1)\).
Example: If \(\mathbf{a} = \mathbf{i} + 2\mathbf{j} + 0\mathbf{k}\) and \(\mathbf{b} = 3\mathbf{i} + 0\mathbf{j} + 4\mathbf{k}\).
$$\mathbf{a} \times \mathbf{b} = \begin{vmatrix} \mathbf{i} & \mathbf{j} & \mathbf{k} \\ 1 & 2 & 0 \\ 3 & 0 & 4 \end{vmatrix}$$
i-comp: \((2)(4) - (0)(0) = 8\)
j-comp: \(-[(1)(4) - (0)(3)] = -4\)
k-comp: \((1)(0) - (2)(3) = -6\)
Therefore, \(\mathbf{a} \times \mathbf{b} = 8\mathbf{i} - 4\mathbf{j} - 6\mathbf{k}\).
1.2 Key Properties and Geometric Meaning
The Perpendicular Vector
The single most important fact about the cross product is that the resulting vector, \(\mathbf{a} \times \mathbf{b}\), is always perpendicular (orthogonal) to both \(\mathbf{a}\) and \(\mathbf{b}\).
Analogy: Imagine a floor (the plane containing \(\mathbf{a}\) and \(\mathbf{b}\)). The vector product is like a pole sticking straight up out of that floor.
Direction: The direction is determined by the right-hand rule. If you curl your fingers from \(\mathbf{a}\) to \(\mathbf{b}\), your thumb points in the direction of \(\mathbf{a} \times \mathbf{b}\).
Order Matters! (Non-Commutative):
$$\mathbf{a} \times \mathbf{b} = -(\mathbf{b} \times \mathbf{a})$$
If you reverse the order, the resulting vector has the exact opposite direction (it points down instead of up).
Area of a Parallelogram
The magnitude of the vector product gives the area of the parallelogram formed by the two vectors \(\mathbf{a}\) and \(\mathbf{b}\) when placed tail-to-tail:
$$\text{Area} = |\mathbf{a} \times \mathbf{b}|$$
Tip for finding the Area of a Triangle: Since a triangle is half a parallelogram, the area of the triangle formed by \(\mathbf{a}\) and \(\mathbf{b}\) is:
$$\text{Area} = \frac{1}{2}|\mathbf{a} \times \mathbf{b}|$$
Quick Review: Cross Product
- Input: Two vectors (\(\mathbf{a}, \mathbf{b}\)).
- Output: One vector (\(\mathbf{a} \times \mathbf{b}\)).
- Resulting vector is perpendicular to both inputs.
- Magnitude is the area of the parallelogram.
2. The Equation of a Plane
A plane is a flat, infinite surface in 3D space. To uniquely define a plane, we don't need three points (though that helps); mathematically, we need a point on the plane and a vector that is perpendicular to the plane.
This perpendicular vector is called the normal vector, denoted \(\mathbf{n}\).
2.1 The Vector Form of a Plane
Let \(\mathbf{a}\) be the position vector of a known fixed point \(A\) on the plane, and let \(\mathbf{r}\) be the position vector of any arbitrary point \(P\) on the plane.
The vector \(\vec{AP} = \mathbf{r} - \mathbf{a}\) must lie completely within the plane.
Since \(\mathbf{n}\) is perpendicular to the plane, it must be perpendicular to every vector lying in the plane, including \(\vec{AP}\).
Therefore, their scalar product must be zero:
$$(\mathbf{r} - \mathbf{a}) \cdot \mathbf{n} = 0$$
Rearranging gives the standard vector equation of a plane:
$$\mathbf{r} \cdot \mathbf{n} = \mathbf{a} \cdot \mathbf{n}$$
Since \(\mathbf{a} \cdot \mathbf{n}\) is just a constant number, we usually write:
$$\mathbf{r} \cdot \mathbf{n} = d$$
where \(d = \mathbf{a} \cdot \mathbf{n}\).
2.2 The Cartesian Form of a Plane
If we let \(\mathbf{r} = x\mathbf{i} + y\mathbf{j} + z\mathbf{k}\) and the normal vector \(\mathbf{n} = a\mathbf{i} + b\mathbf{j} + c\mathbf{k}\), the scalar product \(\mathbf{r} \cdot \mathbf{n} = d\) expands to the Cartesian equation of the plane:
$$ax + by + cz = d$$
Important Connection: The coefficients of \(x, y, z\) in the Cartesian equation are simply the components of the normal vector \(\mathbf{n}\).
2.3 Finding the Equation from Three Points
Often, you are given three non-collinear points \(A, B, C\) and asked to find the equation of the plane containing them.
Step-by-Step Process:
- Find two vectors lying in the plane: For example, \(\mathbf{u} = \vec{AB}\) and \(\mathbf{v} = \vec{AC}\).
- Calculate the Normal Vector (\(\mathbf{n}\)): Use the vector product: \(\mathbf{n} = \mathbf{u} \times \mathbf{v}\). (Remember, the cross product is perpendicular to both vectors, so it must be perpendicular to the plane).
- Find the constant \(d\): Use the equation \(\mathbf{r} \cdot \mathbf{n} = d\). Substitute the coordinates of ANY of the three known points (\(\mathbf{a}\) or \(\mathbf{b}\) or \(\mathbf{c}\)) for \(\mathbf{r}\).
- Write the final equation: Substitute \(\mathbf{n}\) and \(d\) into \(ax + by + cz = d\).
Did you know? If three points were collinear (on the same line), they wouldn't define a unique plane. Since \(\mathbf{u}\) and \(\mathbf{v}\) would be parallel, their cross product \(\mathbf{u} \times \mathbf{v}\) would be the zero vector, and you couldn't find a normal!
3. The Scalar Triple Product
The scalar triple product involves three vectors, \(\mathbf{a}, \mathbf{b},\) and \(\mathbf{c}\). It results in a scalar (a number).
3.1 Definition and Calculation
The scalar triple product is defined as:
$$\mathbf{a} \cdot (\mathbf{b} \times \mathbf{c})$$
To calculate this, you calculate the vector product \(\mathbf{b} \times \mathbf{c}\) first, and then take the dot product of that resulting vector with \(\mathbf{a}\).
The easiest way to calculate it is using the 3x3 determinant where the rows are the components of the vectors \(\mathbf{a}, \mathbf{b},\) and \(\mathbf{c}\) in that order:
$$ \mathbf{a} \cdot (\mathbf{b} \times \mathbf{c}) = \begin{vmatrix} a_1 & a_2 & a_3 \\ b_1 & b_2 & b_3 \\ c_1 & c_2 & c_3 \end{vmatrix} $$Memory Aid: It's a scalar (number) result, so there are no \(\mathbf{i}, \mathbf{j}, \mathbf{k}\) columns in the determinant.
3.2 Geometric Meaning: Volume of a Parallelepiped
The absolute value (magnitude) of the scalar triple product is equal to the volume of the parallelepiped (a skewed cuboid, like a stack of playing cards) defined by the three vectors \(\mathbf{a}, \mathbf{b},\) and \(\mathbf{c}\) sharing the same vertex.
$$\text{Volume} = |\mathbf{a} \cdot (\mathbf{b} \times \mathbf{c})|$$
Why? The magnitude of \(\mathbf{b} \times \mathbf{c}\) gives the area of the base, and the dot product with \(\mathbf{a}\) calculates the projection of \(\mathbf{a}\) onto the normal vector, which gives the perpendicular height. Volume = Base Area \(\times\) Perpendicular Height.
3.3 Coplanarity Test
If the three vectors \(\mathbf{a}, \mathbf{b},\) and \(\mathbf{c}\) all lie in the same plane (they are coplanar), they cannot form a volume. The parallelepiped collapses!
This provides a powerful test:
If \(\mathbf{a} \cdot (\mathbf{b} \times \mathbf{c}) = 0\), then the vectors \(\mathbf{a}, \mathbf{b},\) and \(\mathbf{c}\) are coplanar.
This is a very common exam application. If you are asked to prove that four points lie in the same plane, first form three vectors between them (e.g., \(\vec{AB}, \vec{AC}, \vec{AD}\)), and then show the scalar triple product of those three vectors is zero.
4. Working with Angles and Distances in 3D
Once you have mastered the equation of a plane, you can solve problems involving intersections, angles, and distances.
4.1 Angle Between Two Planes (\(\Pi_1\) and \(\Pi_2\))
Don't worry about the planes themselves! The angle between two planes is the angle between their normal vectors, \(\mathbf{n}_1\) and \(\mathbf{n}_2\).
We use the dot product formula to find the angle \(\theta\):
$$\mathbf{n}_1 \cdot \mathbf{n}_2 = |\mathbf{n}_1| |\mathbf{n}_2| \cos \theta$$
$$\cos \theta = \frac{|\mathbf{n}_1 \cdot \mathbf{n}_2|}{|\mathbf{n}_1| |\mathbf{n}_2|}$$
We use the absolute value \(|\mathbf{n}_1 \cdot \mathbf{n}_2|\) to ensure we always find the acute angle between the planes (which is generally the required answer unless specified otherwise).
4.2 Angle Between a Line (\(L\)) and a Plane (\(\Pi\))
This is tricky! The angle the line makes with the plane is NOT the angle between the direction vector of the line (\(\mathbf{d}\)) and the normal vector of the plane (\(\mathbf{n}\)).
Step-by-Step Process:
- Find the angle \(\alpha\) between the line's direction vector \(\mathbf{d}\) and the plane's normal vector \(\mathbf{n}\) using the dot product: $$\cos \alpha = \frac{|\mathbf{d} \cdot \mathbf{n}|}{|\mathbf{d}| |\mathbf{n}|}$$
- Since \(\mathbf{n}\) is perpendicular to the plane, the angle \(\theta\) the line makes with the plane is the complement of \(\alpha\). $$\theta = 90^\circ - \alpha \quad \text{or} \quad \sin \theta = \cos \alpha$$
Avoid this Common Mistake: Using the dot product calculation directly gives the angle between the line and the *normal*. You must convert it to the angle with the *plane* itself using \(90^\circ - \alpha\) or the sine relationship.
4.3 Distance from a Point to a Plane
The shortest distance from a point \(P(x_0, y_0, z_0)\) to a plane \(\Pi: ax + by + cz = d\) is given by a simple formula derived from vector projection.
If you write the plane equation as \(ax + by + cz - d = 0\), the distance \(D\) is:
$$ D = \frac{|ax_0 + by_0 + cz_0 - d|}{\sqrt{a^2 + b^2 + c^2}} $$Explanation: The numerator takes the coordinates of the point \(P\) and substitutes them into the plane equation. The denominator is simply the magnitude of the normal vector \(\mathbf{n} = (a, b, c)\).
Tip: If the point is on the plane, the numerator will be zero, and the distance is zero—which makes perfect sense!
Summary and Next Steps
You have now explored the advanced geometry of FP3 vectors!
Key Takeaways:
- The Vector Product gives you a vector perpendicular to two others, and its magnitude gives the area of the parallelogram. It is crucial for finding the normal vector (\(\mathbf{n}\)) of a plane.
- The Equation of a Plane relies entirely on its normal vector: \(\mathbf{r} \cdot \mathbf{n} = d\).
- The Scalar Triple Product helps find the volume of a parallelepiped and determines if three vectors are coplanar (if the volume is zero).
The biggest challenge in this chapter is knowing *which* tool to use. If a question involves area or finding a perpendicular, think Cross Product. If it involves angles or distance, think Dot Product and the relevant formula. Keep practicing those determinant calculations, and you will master 3D space!