Cross Product Calculator
Compute A × B component by component and keep its geometry visible. The workbench reports the reversed product, magnitude, parallelogram and triangle area, unit normal, angle, and two dot-product checks that verify the result is perpendicular to both input vectors.
The magnitude is √54 ≈ 7.348469, and reversing the order changes the sign.
Enter two ordered 3D vectors
Vector A
Vector B
Display and tolerance
Tolerance classifies near-zero magnitude and dot checks. It does not change the calculated components.
Normal vector and geometry
(A × B) · A = 0.000000; (A × B) · B = 0.000000. The product is nonzero and perpendicular to both vectors within tolerance.
Cross-product direction assumes a right-handed Cartesian coordinate system. If a domain uses a left-handed screen or graphics convention, confirm how axes and winding are defined before interpreting the sign.
Definition of the three-dimensional cross product
For ordered vectors A = ⟨Ax, Ay, Az⟩ and B = ⟨Bx, By, Bz⟩, the cross product A × B is a vector perpendicular to the plane spanned by A and B. Its direction follows the right-hand rule, and its magnitude is the area of their parallelogram.
Default component calculation
For A = ⟨1, 2, 3⟩ and B = ⟨4, 5, 6⟩, the x component is 2×6 − 3×5 = −3. The y component is 3×4 − 1×6 = 6. The z component is 1×5 − 2×4 = −3. Therefore A × B = ⟨−3, 6, −3⟩.
The determinant-style panel preserves the component order. A common hand-calculation error is to forget the middle cofactor’s sign. Writing the y expression directly as AzBx − AxBz avoids applying a second accidental negative.
Direction and the right-hand rule
Point the fingers of the right hand along A and curl them toward B through the smaller angle. The thumb points in the A × B direction. This identifies one of the two normals to the plane. OpenStax and NASA/JPL materials use the right-hand convention for vector orientation and rotations.
The rule assumes A and B share a tail and the coordinate system is right-handed. On a two-dimensional screen, y may increase downward, and some graphics systems use different handedness or vertex winding. Translate the coordinate convention before applying a visual mnemonic.
Order matters: anti-commutativity
Swapping the inputs leaves magnitude unchanged but reverses every component. In the default, B × A = ⟨3, −6, 3⟩. The swap button performs that input change so the direction reversal is visible in the main result rather than merely stated.
This property is why the cross product is not ordinary multiplication. A × B and B × A represent opposite orientations. In torque, surface normals, winding, and magnetic-force formulas, reversing order can reverse the physical or geometric direction.
Magnitude, angle, and area
A · B = |A||B| cos θ
The default magnitude is √[(−3)² + 6² + (−3)²] = √54, approximately 7.348469. It equals the area of the parallelogram formed by A and B. A triangle using the two vectors as sides has half that area, approximately 3.674235.
The angle is calculated from the dot product with a clamped cosine ratio to protect against tiny floating-point excursions outside −1 to 1. For the default, A · B = 32 and the smaller angle is about 12.933154 degrees. The cross magnitude is small relative to |A||B| because the vectors point in similar directions.
Unit normal
Dividing A × B by its magnitude produces a unit normal. The default unit vector is approximately ⟨−0.408248, 0.816497, −0.408248⟩. It has length one and retains the A-to-B right-hand orientation.
A unit normal cannot be formed when the cross product is zero. Parallel vectors, antiparallel vectors, and any pair containing a zero vector do not define a unique oriented plane normal. The calculator reports the degeneracy instead of dividing by zero.
Orthogonality checks
A correct cross product must have dot product zero with both inputs. In the default, ⟨−3,6,−3⟩ · ⟨1,2,3⟩ = −3 + 12 − 9 = 0. With B, the result is −12 + 30 − 18 = 0.
For decimal inputs, the checks may be a tiny nonzero value because of floating-point arithmetic. The entered tolerance classifies them for the status sentence, but the raw calculated values remain displayed. Choose tolerance relative to the problem’s scale.
Parallel and nearly parallel inputs
If B is a scalar multiple of A, their angle is zero or 180 degrees, sine is zero, and the cross product is the zero vector. Geometrically, the would-be parallelogram collapses to a line. A near-zero cross magnitude can indicate near parallelism.
Absolute tolerance alone can be misleading for huge or tiny coordinates. A scale-aware check compares |A × B| with |A||B|. Production geometry code should use relative tolerances, input normalization when appropriate, and robust predicates when topology depends on the sign.
Units of the result
Cross-product magnitude multiplies the input units. Two displacement vectors measured in meters produce an area magnitude in square meters. Position in meters crossed with force in newtons produces torque units of newton-meters. Direction remains a vector orientation.
A newton-meter of torque shares dimensions with a joule but represents a different physical quantity. Do not relabel cross-product output based only on dimensional similarity. Identify the formula and context.
Applications
| Application | Ordered vectors | Meaning of result |
|---|---|---|
| Triangle geometry | Two edge vectors | Normal direction and twice the triangle area |
| Torque | Position × force | Rotation-axis direction and torque magnitude |
| Angular momentum | Position × momentum | Oriented angular-momentum vector |
| Surface orientation | Tangent 1 × tangent 2 | Normal consistent with parameter order |
| Computer graphics | Ordered polygon edges | Face normal subject to coordinate and winding convention |
Cross product versus dot product
The dot product returns a scalar and measures aligned projection through cosine. The cross product returns a 3D vector and measures perpendicular oriented area through sine. Both appear in the result because together they help recover angle and check geometry.
This calculator is deliberately three-dimensional. Generalized exterior products and seven-dimensional cross products are different mathematical constructions. Do not append zeros to arbitrary high-dimensional data and assume the 3D result preserves the intended geometry.
Result auditing workflow
First verify the coordinate order and units. Next recompute the three components, check B × A is the negative, and dot the result with both inputs. Confirm the magnitude equals the square root of component squares. Finally, interpret the sign under the declared handedness.
A shared numeric interface does not imply shared formulas.
Scaling laws and sign tests
Multiplying A by a scalar c multiplies A × B by c. A negative scalar also reverses direction. Scaling both vectors by c and d multiplies the cross product by cd, so area changes by the absolute value of cd while orientation flips only when the product cd is negative. These properties provide quick error checks before repeating all three component calculations.
For example, doubling A in the default should change ⟨−3,6,−3⟩ to ⟨−6,12,−6⟩ and double the parallelogram area. Replacing B with −B should produce ⟨3,−6,3⟩. Adding a multiple of A to B leaves A × B unchanged because A × (B + cA) = A × B + c(A × A), and A × A is zero. That last identity explains why sliding one side of a parallelogram parallel to the other preserves its base-height area.
Worked torque interpretation
Suppose a position vector from a pivot is r = ⟨0.30,0,0⟩ meters and the applied force is F = ⟨0,40,0⟩ newtons. Then r × F = ⟨0,0,12⟩ newton-meters. The positive z direction follows the right-hand rule: fingers point along the positive x lever arm and curl toward the positive y force. The magnitude also equals rF sin 90°, or 0.30 × 40 = 12.
If the force is reversed, the torque becomes ⟨0,0,−12⟩. If the force points along the lever arm, the sine of the angle is zero and so is torque, even though both vectors are nonzero. A mechanical analysis must still account for the actual pivot, coordinate frame, force application point, and sign convention. The calculator supplies vector algebra, not a structural or safety evaluation.
Choosing a tolerance responsibly
The default tolerance is one-billionth in the numeric units of the computed checks. It is convenient for the modest integer example, but no absolute threshold fits every dataset. Coordinates from surveying, graphics meshes, sensors, or orbital calculations can differ by many orders of magnitude.
A defensible workflow relates tolerance to |A||B|, measurement uncertainty, and downstream consequences. Record whether inputs were normalized and whether the classification is meant to detect exact symbolic parallelism or practical near-parallelism. Do not increase tolerance merely to force a desired “perpendicular” or “parallel” label; investigate scale and data quality first.
Frequently asked questions
Why did swapping vectors reverse my answer?
The cross product is anti-commutative: B × A equals the negative of A × B.
Can the cross product be a scalar?
In standard 3D vector algebra it is a vector. Its magnitude is a scalar equal to parallelogram area.
Why is the result zero?
The vectors may be parallel, antiparallel, or one may be zero. Their spanned parallelogram then has zero area.
Which normal direction should I use?
Use the right-hand direction for the specified order unless the application declares another coordinate or winding convention.
How do I get triangle area?
Take one-half of |A × B| when A and B are the two side vectors from a common vertex.
Can I use this for 2D vectors?
Embed them as ⟨x,y,0⟩. The cross product then points along the z-axis, but preserve the order and coordinate convention.
References
OpenStax University Physics — Products of vectors and right-hand rule
OpenStax Calculus Volume 3 — The cross product
NASA/JPL Navigation and Ancillary Information Facility — Rotation and right-hand conventions