Compute the cross product of two three‑dimensional vectors, magnitude, dot product, angle, and parallelogram area.
The cross product (also called vector product) of two vectors in three‑dimensional space, denoted A × B, produces a new vector that is perpendicular to both A and B. Its magnitude equals the area of the parallelogram spanned by A and B, and its direction follows the right‑hand rule. Unlike the dot product (scalar), the cross product is anti‑commutative: A × B = −(B × A).
For vectors A = (Aₓ, Aᵧ, A₂) and B = (Bₓ, Bᵧ, B₂):
A × B = (AᵧB₂ − A₂Bᵧ , A₂Bₓ − AₓB₂ , AₓBᵧ − AᵧBₓ)
This is formally the determinant of the matrix [î ĵ k̂; Aₓ Aᵧ A₂; Bₓ Bᵧ B₂].
In real‑time rendering, every triangle in a 3D mesh requires a normal vector for lighting calculations. Given vertices P₁, P₂, P₃, two edge vectors E₁ = P₂−P₁ and E₂ = P₃−P₁. The cross product E₁ × E₂ yields the unnormalized normal. With this interactive tool, designers verify orientation (clockwise vs counter‑clockwise) and ensure correct back‑face culling.
The cross product can be expanded using the cyclic permutation: î × ĵ = k̂, ĵ × k̂ = î, k̂ × î = ĵ. Using anti‑commutativity gives negative signs. Our calculator applies Cramer‑like evaluation to deliver exact result. The resulting vector’s direction is determined by the right‑hand rule: if you curl fingers from A to B, thumb points in direction of A × B.
| Feature | Description |
|---|---|
| Precision & Speed | Double‑precision arithmetic, immediate updates. |
| Educational Value | Explicit determinant and symbolic step‑by‑step. |
| Real‑world scenarios | Preloaded examples: torque, surface normals, parallel test. |
| Angle & Area | Also computes dot product, angle between vectors, parallelogram area. |
| Mobile Friendly | Fully responsive layout with Bootstrap 5. |