Dot Product of Two 3D Vectors (Components)
Enter your known values, leave one input blank, and solves for the missing one. Try different units for next level excitement!
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Adding a third axis costs the dot product exactly one more term. Its most-used property survives untouched: a·b = 0 means the two vectors meet at a right angle. That test underpins an enormous amount of working code — checking whether a surface normal faces a light, whether a ray runs parallel to a plane, whether two axes of a rotation matrix have drifted out of square. Example: (1, 2, 2)·(2, −2, 1) = 2 − 4 + 2 = 0, so those two are perpendicular even though neither lies along an axis and no picture would make it obvious.
Solve for one missing component and the equation is just a linear one in disguise: with a = (1, 2, 2), bx = 2, by = −2 and a required dot product of 0, the remaining component must satisfy 2 − 4 + 2bz = 0, giving bz = 1. The paired coefficient has to be non-zero, though — if az = 0 then bz never enters the sum, and no dot product can reveal it.
- = Dot product
- = x-component of a
- = y-component of a
- = z-component of a
- = x-component of b
- = y-component of b
- = z-component of b
- Dot product — Dot Product of Two 2D Vectors (Components), Scalar Projection of One Vector onto Another
- x-component of a — Magnitude of a 2D Vector, Magnitude of a 3D Vector
- y-component of a — Magnitude of a 2D Vector, Magnitude of a 3D Vector
- z-component of a — Magnitude of a 2D Vector, Magnitude of a 3D Vector
- x-component of b — Magnitude of a 2D Vector, Magnitude of a 3D Vector
- y-component of b — Magnitude of a 2D Vector, Magnitude of a 3D Vector
- z-component of b — Magnitude of a 2D Vector, Magnitude of a 3D Vector