this is for holding javascript data
Benedict Irwin edited 4-Dimensions.tex
over 9 years ago
Commit id: 033f53e39e8323b2ff3460b3bec04839c757ce0f
deletions | additions
diff --git a/4-Dimensions.tex b/4-Dimensions.tex
index e6541e6..7a8ad65 100644
--- a/4-Dimensions.tex
+++ b/4-Dimensions.tex
...
\end{vmatrix}
\end{equation}
Therefore for a set of
3 vectors 3-vectors \begin{equation}
_tr_1=(x_1,y_1,z_1) _tr_1=x_1\textbf{j}+y_1\textbf{k}+z_1\textbf{l} \\
_xr_1=(t_1,y_1,z_1) _xr_1=t_1\textbf{i}+y_1\textbf{k}+z_1\textbf{l} \\
_yr_1=(t_1,x_1,z_1) _yr_1=t_1\textbf{i}+x_1\textbf{j}+z_1\textbf{l} \\
_zr_1=(t_1,x_1,y_1) _zr_1=t_1\textbf{i}+x_1\textbf{j}+y_1\textbf{k} \\
\end{equation}
...
\end{equation}
Which can obviously take on other forms by going along the other rows to obtain the triple products according to $134$,$124$ or $123$ sets of vectors, with appropriate signs.
For the binary transform we have \begin{equation}
\begin{vmatrix}
\textbf{i} & \textbf{j} & \textbf{k} & \textbf{l} \\
\textbf{i} & \textbf{j} & \textbf{k} & \textbf{l} \\
t_1 & x_1 & y_1 & z_1 \\
t_2 & x_2 & y_2 & z_2
\end{vmatrix}
=\textbf{i}({_t\textbf{r}_1} \times {_t\textbf{r}_2} )
-\textbf{j}({_x\textbf{r}_1} \times {_x\textbf{r}_2} )
+\textbf{k}({_y\textbf{r}_1} \times {_y\textbf{r}_2} )
-\textbf{l}({_z\textbf{r}_1} \times {_z\textbf{r}_2} )
\end{equation}