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Cross Product Calculator

Calculate the cross product of two 3D vectors — the resulting vector's components, magnitude, unit vector, parallelogram/triangle area, and the angle between the two input vectors.

Input

Output

Cross Product Results
MetricValue
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More ways to use this tool

REST API

curl -X POST https://api.iotools.cloud/v1/tool/cross-product-calculator \
  -H "Authorization: Bearer YOUR_API_KEY" \
  -H "Content-Type: application/json" \
  -d '{
    "ax": "1",
    "ay": "0",
    "az": "0",
    "bx": "0",
    "by": "1",
    "bz": "0"
  }'

Swap in your own key from your account. The tool's fields are the body — no wrapper.

Ask an AI agent

Use the IOTools `cross-product-calculator` tool (Cross Product Calculator) on this input:

YOUR_INPUT_HERE

Paste this at any agent connected to the IOTools MCP server, then add your input.

Embed widget

<iframe
  src="https://iotools.cloud/embed/cross-product-calculator/"
  width="100%" height="520" frameborder="0" scrolling="no" loading="lazy"
  title="Cross Product Calculator — iotools.cloud"
  sandbox="allow-scripts allow-forms allow-same-origin allow-downloads allow-popups allow-popups-to-escape-sandbox"
  allow="clipboard-write"
  style="width:100%;border:1px solid #e5e7eb;border-radius:12px;overflow:hidden"></iframe>
<script src="https://iotools.cloud/embed.js" async></script>

Drop this into your own page — free, no key required, just a link back.

Cost per API/MCP callFrom 5 credits
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Guides

What the cross product gives you

The cross product a × b of two 3D vectors is a third vector that's perpendicular to both a and b, with a magnitude equal to the area of the parallelogram they span. It shows up constantly in physics and 3D graphics: computing a surface normal, torque, angular momentum, or the area of a triangle defined by three points.

The formula used

For a = (a₁, a₂, a₃) and b = (b₁, b₂, b₃):

a × b = (a₂b₃ − a₃b₂,  a₃b₁ − a₁b₃,  a₁b₂ − a₂b₁)

From there, the calculator also derives:

  • Magnitude of a, b, and a × b (via √(x² + y² + z²))
  • Unit cross product — a × b divided by its own magnitude, giving a direction with no length
  • Parallelogram area — equal to |a × b|
  • Triangle area — half the parallelogram area, useful for the area of a triangle with two sides a and b
  • Dot product, used to get the angle between a and b via cos θ = (a · b) / (|a||b|)
  • A perpendicularity check — a · (a × b) and b · (a × b), which are always 0 in exact arithmetic and confirm the cross product really is perpendicular to both inputs

The right-hand rule

The direction of a × b (not just its components) follows the right-hand rule: point your fingers along a, curl them toward b, and your thumb points along a × b. Swapping the order flips the sign — b × a = −(a × b) — which is why cross product order matters and, unlike the dot product, isn't commutative.

When is the cross product the zero vector?

Whenever a and b are parallel (including when one is the zero vector) — there's no unique perpendicular direction to point in, and the "area" they span collapses to zero. The calculator flags this explicitly rather than showing a division-by-zero unit vector.

How to use it

  1. Enter the x, y, z components of vector a.
  2. Enter the x, y, z components of vector b.
  3. Read the cross product vector, its magnitude/unit form, the areas it implies, and the angle between the two original vectors.

FAQ

Can I use this for 2D vectors? Yes — leave the z component at 0 for both vectors. The result's x and y components will also be 0, leaving only a z component, which is the standard "2D cross product" (a scalar) most people actually want.

Why is my cross product's z component nonzero when I only entered x, y values? Check that you actually left both z fields at 0 — if either vector has a nonzero z, the vectors aren't coplanar with the xy-plane and the cross product won't be purely vertical.

Does this calculator store my data? No. Everything runs in your browser — your vectors and results are never sent to or stored on our servers.

vector cross productvector calculatorvector algebraparallelogram area from vectorsangle between two vectorsright hand ruleunit normal vector3d vectors

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