• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:10
CET 06:10
KST 14:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation12Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
RSL Season 3 - RO16 Groups C & D Preview [TLMC] Fall/Winter 2025 Ladder Map Rotation TL.net Map Contest #21: Winners RSL Season 3 - RO16 Groups A & B Preview Mech is the composition that needs teleportation t
Tourneys
RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion What happened to TvZ on Retro? Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta Simple Questions, Simple Answers PvZ map balance How to stay on top of macro?
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread Clair Obscur - Expedition 33 Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1921 users

Physics Help

Blogs > Neverborn
Post a Reply
Igakusei
Profile Blog Joined October 2002
United States610 Posts
October 04 2009 14:51 GMT
#1
I just started general physics, so this will probably be pretty basic for most of you. The instructor covered two dimensional vectors in lecture, and then gave us a bunch of homework involving three dimensional vectors. The book skips it completely, so I would like to know if I'm on the right track.

Vector A = 2i - 4j + k

if I ignore the z component, I can find the angle with respect to x by making a triangle in the fourth quadrant.
arctan (-4/2) = -63.4, so my angle is about 296.6.

I'm not sure how to get my other angle though. Do I make a new plane between the z axis and the hypotenuse of that first triangle? I could make a new vector of sqrt 20 in the (i, -j) direction and 1 in the z direction. arctan (1/sqrt20) is about 12.6 degrees from that plane towards the z axis.

Am I way out in left field making this super complicated or am I at least batting in the right direction?




micronesia
Profile Blog Joined July 2006
United States24740 Posts
October 04 2009 15:12 GMT
#2
I'm not 100% sure what you're asking but I think you are correct.
ModeratorThere are animal crackers for people and there are people crackers for animals.
deconduo
Profile Blog Joined January 2008
Ireland4122 Posts
October 04 2009 15:12 GMT
#3
What exactly is the question that was asked?
shinsah
Profile Joined April 2009
Korea (South)49 Posts
October 04 2009 15:13 GMT
#4
There doesn't seem to be a question regarding the vector... it just gives it to you...
hu deesturbz mai slumbur
Thunder_Sturm
Profile Joined October 2009
United States36 Posts
Last Edited: 2009-10-04 15:21:17
October 04 2009 15:20 GMT
#5
The easiest way to find the angle between the z axis and the vector is to use a dot product.
A · B = |A| * |B| * cos(a)
A · B/(|A| * |B|) = cos(a)
So define a vector along the z axis like 0i + 0j + k, take a dot product, divide by the magnitudes, and take an arccos.

Unless you haven't covered dot products yet...
micronesia
Profile Blog Joined July 2006
United States24740 Posts
Last Edited: 2009-10-04 15:23:42
October 04 2009 15:23 GMT
#6
On October 05 2009 00:20 Thunder_Sturm wrote:
The easiest way to find the angle between the z axis and the vector is to use a dot product.
A · B = |A| * |B| * cos(a)
A · B/(|A| * |B|) = cos(a)
So define a vector along the z axis like 0i + 0j + k, take a dot product, divide by the magnitudes, and take an arccos.

Unless you haven't covered dot products yet...

They probably haven't yet. BTW HIIIII!!!!!!!!!!!!!!!!!!!!

Whenever I saw you on East Thunder_Sturm I always thought you had the coolest nick.

edit: we played a few games together I believe
ModeratorThere are animal crackers for people and there are people crackers for animals.
Thunder_Sturm
Profile Joined October 2009
United States36 Posts
October 04 2009 15:30 GMT
#7
Haha, I always thought my nick was kinda lame. And yeah we've played on east a few times. Same as SCC-Micronesia right? Hey
shinsah
Profile Joined April 2009
Korea (South)49 Posts
October 04 2009 15:32 GMT
#8
[image loading]


plot it, x = 2, y = -4, z = 1, draw a line to it from the origin, find angle in respect to whatever axes by using arctan or whatever inverse trig function you wanna use
hu deesturbz mai slumbur
Igakusei
Profile Blog Joined October 2002
United States610 Posts
October 04 2009 15:44 GMT
#9
Sorry, I guess I didn't really make the question clear. I'm supposed to "find the direction of A"

I'm assuming that he expects us to find both angles. Would they be the angle of the vector in the XY plane and the angle of the vector in the XZ plane (both with respect to X), or would the second angle be calculated like I did?

Maybe he just wants us to recognize that the "direction" is 2i, -4j, and 1k.
micronesia
Profile Blog Joined July 2006
United States24740 Posts
Last Edited: 2009-10-04 15:51:55
October 04 2009 15:51 GMT
#10
Usually you can split a vector into a magnitude (length of the resultant in 3d) and direction (a unit vector which is just the original vector normalized by dividing each component by the magnitude of that component).
ModeratorThere are animal crackers for people and there are people crackers for animals.
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
Last Edited: 2009-10-04 15:57:33
October 04 2009 15:57 GMT
#11
If you find the parallel unitary vector, the constants next to the i, j, k are the cosines of the angles to each of the axis.
BlueLaguna on West, msg for game.
micronesia
Profile Blog Joined July 2006
United States24740 Posts
October 04 2009 15:57 GMT
#12
On October 05 2009 00:57 Cloud wrote:
If you find the parallel unitary vector, the constants next to the i, j, k are the cosines of the angles to each of the axis.

Oh I didn't realize that cloud wow ty I'll take a look at that.
ModeratorThere are animal crackers for people and there are people crackers for animals.
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
Last Edited: 2009-10-04 16:03:10
October 04 2009 16:00 GMT
#13
wtf, what grade of physics do you teach?


+ Show Spoiler +
kidding lol.


http://en.wikipedia.org/wiki/Direction_cosines

err fucking wikipedia is as confusing as ever when it comes to math:

this one is more friendly:

http://www.geom.uiuc.edu/docs/reference/CRC-formulas/node52.html
BlueLaguna on West, msg for game.
Kiarip
Profile Joined August 2008
United States1835 Posts
Last Edited: 2009-10-04 16:07:46
October 04 2009 16:06 GMT
#14
On October 04 2009 23:51 Neverborn wrote:
I just started general physics, so this will probably be pretty basic for most of you. The instructor covered two dimensional vectors in lecture, and then gave us a bunch of homework involving three dimensional vectors. The book skips it completely, so I would like to know if I'm on the right track.

Vector A = 2i - 4j + k

if I ignore the z component, I can find the angle with respect to x by making a triangle in the fourth quadrant.
arctan (-4/2) = -63.4, so my angle is about 296.6.

I'm not sure how to get my other angle though. Do I make a new plane between the z axis and the hypotenuse of that first triangle? I could make a new vector of sqrt 20 in the (i, -j) direction and 1 in the z direction. arctan (1/sqrt20) is about 12.6 degrees from that plane towards the z axis.

Am I way out in left field making this super complicated or am I at least batting in the right direction?




Um, the direction of the vector in rectangle form is simply defined as the unit vector in the same direction. (in your case divide by square root of 21.)

If you need the angular direction, then there are 2 angles you need.

#1 is the angle of the component that lies on the x-y plane, which you found via arctan.

#2 is the angle that's between the positive z-axis and the vector, in which case you need to take the complement of the angle which is in between the hypotenuse of the triangle on the x-y plane, and the vector itself.

it's going to be arcsin ( sqrt20/sqrt21)


micronesia
Profile Blog Joined July 2006
United States24740 Posts
October 04 2009 16:07 GMT
#15
On October 05 2009 01:00 Cloud wrote:
wtf, what grade of physics do you teach?


+ Show Spoiler +
kidding lol.


http://en.wikipedia.org/wiki/Direction_cosines

err fucking wikipedia is as confusing as ever when it comes to math:

this one is more friendly:

http://www.geom.uiuc.edu/docs/reference/CRC-formulas/node52.html

Oh... ok now I see what you mean. Just reading what you originally said, it didn't click for me.

I actually haven't done any real math since I graduated from college, so I'm a bit rusty.

BTW if you hadn't said "kidding lol" in the spoiler that would easily have been troll of the week. Oh god I would have raged.
ModeratorThere are animal crackers for people and there are people crackers for animals.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2009-10-04 17:38:36
October 04 2009 17:37 GMT
#16
On October 05 2009 01:06 Kiarip wrote:
If you need the angular direction, then there are 2 angles you need.

#1 is the angle of the component that lies on the x-y plane, which you found via arctan.

#2 is the angle that's between the positive z-axis and the vector, in which case you need to take the complement of the angle which is in between the hypotenuse of the triangle on the x-y plane, and the vector itself.

it's going to be arcsin ( sqrt20/sqrt21)

It's worth noting that these angles are useful for "spherical coordinates".

The Wikipedia article on spherical coordiantes is terrible for learning purposes, so briefly, spherical coordinates are another way to write a point or vector in space.

Normal, Cartesian coordinates show where the point is along the x-, y-, and z-axes. Spherical coordinates tell you the direction from the origin to the point, given by those 2 angles, and the distance from the origin to the point.

E.g. in Cartesian coordinates, your vector "2i - 4j + k" is found by:
1. moving 2 units along the x-axis,
2. moving -4 units along the y-axis, and
3. moving 1 unit along the z-axis.

In spherical coordinates, your vector "2i - 4j + k" is found by:
1. looking along the x-axis from the origin,
2. rotating towards the y-axis by about 296.6 degrees (keep this direction in your head...),
3. rotating down from the z-axis towards this direction by arcsin (sqrt20/sqrt21), and using this final direction,
4. moving in this direction by the length of the vector, sqrt(21).

Following either of these steps will give you the vector "2i - 4j + k".
Navane
Profile Blog Joined February 2007
Netherlands2749 Posts
October 04 2009 17:50 GMT
#17
very nice explained bill
Please log in or register to reply.
Live Events Refresh
Next event in 4h 50m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 182
NeuroSwarm 157
Nina 115
StarCraft: Brood War
Shuttle 1085
PianO 443
Larva 373
actioN 338
Noble 35
Bale 17
Dota 2
monkeys_forever543
Super Smash Bros
C9.Mang0710
Other Games
summit1g14923
JimRising 595
ViBE158
kaitlyn22
WinterStarcraft0
Organizations
Other Games
gamesdonequick1128
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 78
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Scarra1262
• Lourlo658
• Stunt350
Upcoming Events
CranKy Ducklings
4h 50m
RSL Revival
4h 50m
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
6h 50m
Cure vs Reynor
Classic vs herO
IPSL
11h 50m
ZZZero vs rasowy
Napoleon vs KameZerg
OSC
13h 50m
BSL 21
14h 50m
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
1d 4h
RSL Revival
1d 4h
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
1d 6h
WardiTV Korean Royale
1d 6h
[ Show More ]
BSL 21
1d 14h
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
1d 14h
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
1d 17h
Wardi Open
2 days
Monday Night Weeklies
2 days
WardiTV Korean Royale
3 days
BSL: GosuLeague
3 days
The PondCast
4 days
Replay Cast
4 days
RSL Revival
5 days
BSL: GosuLeague
5 days
RSL Revival
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.