Direction cosine

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Short description: Cosines of the angles between a vector and the coordinate axes

In analytic geometry, the direction cosines (or directional cosines) of a vector are the cosines of the angles between the vector and the three positive coordinate axes. Equivalently, they are the contributions of each component of the basis to a unit vector in that direction.

Three-dimensional Cartesian coordinates

Vector v in ℝ3
Direction cosines and direction angles for the unit vector 𝐯|𝐯|

If v is a Euclidean vector in three-dimensional Euclidean space, ℝ3,

𝐯=vx𝐞x+vy𝐞y+vz𝐞z,

where ex, ey, ez are the standard basis in Cartesian coordinates notation, then the direction cosines are

α=cos⁡a=𝐯⋅𝐞x‖𝐯‖=vxvx2+vy2+vz2,β=cos⁡b=𝐯⋅𝐞y‖𝐯‖=vyvx2+vy2+vz2,γ=cos⁡c=𝐯⋅𝐞z‖𝐯‖=vzvx2+vy2+vz2.

It follows that by squaring each equation and adding the results

cos2a+cos2b+cos2c=α2+β2+γ2=1.

Here α, β, γ are the direction cosines and the Cartesian coordinates of the unit vector 𝐯|𝐯|, and a, b, c are the direction angles of the vector v.

The direction angles a, b, c are acute, right, obtuse, or straight angles, i.e., 0 ≤ a ≤ π, 0 ≤ b ≤ π and 0 ≤ c ≤ π (There are two opposite angles between two vectors, and the direction angle x between the vectors is the one satisfying 0 ≤ x ≤ π.), and they denote the angles formed between v and the unit basis vectors ex, ey, ez.

General meaning

More generally, direction cosine refers to the cosine of the angle between any two vectors starting at a same point. They are useful for forming direction cosine matrices that express one set of orthonormal basis vectors in terms of another set, or for expressing a known vector in a different basis. Simply put, direction cosines provide an easy method of representing the direction of a vector in a Cartesian coordinate system.

Applications

Determining angles between two vectors

Let u and v have direction cosines (αu, βu, γu) and (αv, βv, γv), respectively, having an angle θ between them. Their unit vectors areu^=ux‖𝐮‖𝐞x+uy‖𝐮‖𝐞y+uz‖𝐮‖𝐞z=αu𝐞x+βu𝐞y+γu𝐞zv^=vx‖𝐯‖𝐞x+vy‖𝐯‖𝐞y+vz‖𝐯‖𝐞z=αv𝐞x+βv𝐞y+γv𝐞zrespectively.

Taking the scalar product of these two unit vectors yield,u^⋅v^=αuαv+βuβv+γuγv.The geometric interpretation of the scalar product of these two unit vectors is equivalent to the projection of one vector onto another; linking the two definitions we find the following.

αuαv+βuβv+γuγv=cos⁡θ

There exist two choices for θ (because cosine is even); one is acute, right, obtuse, or straight angle (0 ≤ θ ≤ π), another is the reflex angle (π < θ < 2π), between the vectors. The convention is to choose the former, so we get θ from the scalar product by using the inverse cosine function:θ=arccos⁡(αuαv+βuβv+γuγv).

See also

References