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Adding a third axis adds a third component and changes remarkably little else. Addition, subtraction, scalar multiples, the parallel test and position vectors all carry over verbatim; magnitude gains one more square under the root. The single thing that does not survive is describing direction with one angle.
The big picture
Three dimensions is where vectors stop being a convenience and become a necessity. In two dimensions you can usually get by with coordinate geometry — gradients, distances, the equation of a line. In three, gradient is meaningless (a line can slope in infinitely many ways), and there is no single equation of a line in , and . Vector methods keep working without modification, which is why every field that deals with real space — mechanics, engineering, computer graphics, machine learning — describes it with vectors rather than coordinates. The generality you get here is the point of having learned the machinery.
What you'll be able to do
The -axis is added perpendicular to both and , with unit vector along it. A general vector becomes , or a column of three.
Every rule from two dimensions applies componentwise as before: add by adding components, scale by scaling all three, and two vectors are parallel exactly when one is a scalar multiple of the other. Nothing about those rules mentioned how many components there were, which is why they transfer without comment.
Tip — A zero component is still a component. Writing is fine, but in column form it must be — the slot cannot be left out.
The three-dimensional magnitude formula looks like the two-dimensional one with an extra term, and it is — but it is worth seeing where the extra term comes from.
Take the vector as the diagonal of a rectangular box with edges , , . The diagonal of the base is by Pythagoras. That base diagonal and the vertical edge form a second right-angled triangle whose hypotenuse is the vector itself. Applying Pythagoras again gives the result.
Notice the second example needed no new formula at all — and "distance is the magnitude" both transferred untouched. That is the pattern for this whole lesson.
Every result from the position-vectors lesson holds in three dimensions with a third component appended. , the midpoint is , a ratio point is start plus a fraction of the journey, and collinearity is still parallel displacements sharing a point.
Vector proof also transfers, with one caveat: in three dimensions a base needs non-coplanar vectors to describe every point, not two. For problems confined to a single plane within 3D space, two are still enough.
Tip — Check all three components when testing for a scalar multiple. Two matching and one not means the vectors are parallel — a mismatch it is easy to miss by stopping early.
In two dimensions a single angle fixes a direction. In three it cannot: infinitely many directions make the same angle with the -axis, sweeping out a cone around it.
A-Level handles this by asking for the angle a vector makes with a axis, one at a time, using the component along that axis over the magnitude. The three angles together — the direction cosines — do pin the direction down, and they satisfy a neat identity.
The practical consequence is that the unit vector, not an angle, is the natural way to record a direction in three dimensions. still works exactly as before.
The identity is just the magnitude formula in disguise: dividing through by gives it immediately. It also confirms that only two of the three angles are free.
Think like an examiner
Common misconceptions
3D vector results
Stretch yourself
Points , and are such that divides in the ratio . Find the coordinates of and the exact length .
Hint — being of the way from to means .
Questions students ask
Key takeaways
How this fits the course
Test yourself
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