This page assumes you have seen none of the notation the parent note throws around. We build each symbol from a picture, in an order where every step leans only on the step before it. By the end you will be able to readax+by+cz+d=0 the way you read a road sign.
Before planes, before arrows, we need to say where things are.
Look at Figure s01: the three coloured segments show the walk — magenta x=3 along the first axis, violet y=2 into the room, orange z=4 straight up — landing on the point P. The figure is the definition made visible: a point is nothing but a recipe of three walks.
Why we need this: a plane is a set of points. To talk about "all the points on a plane" we must first be able to name a single point. The triple (x,y,z) is that name.
The letter names are pure convention — x first, y second, z third. The number zero in a slot means "don't move along that axis": (3,0,0) sits on the x-axis alone.
The picture: put the tail of the arrow at the origin; its head lands at the point (a,b,c). So a vector and a point share the same three numbers — the difference is interpretation. A point is a place; a vector is a displacement (a move from somewhere to somewhere).
Before we can subtract or shrink arrows, we need one small operation: multiplying a vector by an ordinary number (a scalar).
Why the topic needs it: every "make it a unit vector" step (n^=n/∣n∣) and every "divide the equation by ∣n∣" in the parent note is exactly this operation — squeezing an arrow's length while keeping its direction. Get this now and those later steps stop looking mysterious.
Look at Figure s02: the violet and orange arrows are the two position vectors r1,r2 drawn from the origin; the bold magenta arrow is their difference r2−r1, sitting with its tail onr1 and head onr2. Notice it does not start at the origin — that is the whole point of a difference arrow: it connects two places.
Why the topic needs this: the parent note constantly writes things like n⋅(r−r0)=0. Here r0 is a specific, known point that lies on the plane (think of it as the one pin we've already stuck in the cardboard), while r is any mystery point we are testing. Then r−r0 is the arrow lying inside the plane, running from the known pin r0 to the mystery point r. You cannot understand "perpendicular to the plane" until you can see that in-plane arrow — and it is born from subtraction.
Why the topic needs it: to convert a normal into a unit normal (length exactly 1), you divide by its length. The parent's a2+b2+c2 that keeps appearing is exactly this length — it is not a mysterious constant, it is just "how long is the normal."
The three components of a unit normal get a special name.
Why the topic needs it: the parent's normal form lx+my+nz=p uses exactly these. The condition l2+m2+n2=1 is just "n^ has length 1" wearing a costume. (Full details live in Direction cosines and direction ratios.)
This is the engine of the whole topic. Read this section twice.
Look at Figure s03: the dashed violet line drops v straight down onto the line of u; the thick orange arrow is the resulting shadow. The dot product measures the length of that orange shadow (times ∣u∣). As you swing v towards a right angle with u, the shadow shrinks — and vanishes exactly when they are perpendicular.
Why the topic needs it: "normal to the plane" means "perpendicular to every arrow lying in the plane." Turn that into arithmetic and you get n⋅(r−r0)=0 — the point–normal form. No dot product, no plane equation. (Deeper: Dot product and projection.)
One more fact the parent leans on: a vector dotted with itself:
n^⋅n^=∣n^∣2cos0∘=∣n^∣2=1(since n^ has length 1).
That is why the p(n^⋅n^) term in the parent's normal-form derivation collapses to just p.
Sometimes you don't know the normal; you only know three points on the plane. The cross product hands you a normal for free.
Here i^,j^,k^ are the three standard unit vectors along the axes: i^=(1,0,0), j^=(0,1,0), k^=(0,0,1). They are just labelled names for "one step along each axis."
Why the topic needs it: if AB and AC are two arrows lying in the plane (and not parallel), then AB×AC pokes straight out of the plane — a ready-made normal. That is the entire trick behind "plane from three points." (More: Cross product as area/normal.)
Look at Figure s04: the navy line is the set of all points that make the expression equal zero. The violet point (1,2) scores 0 — it sits on the line (ON). The magenta point (3,3) scores 5=0 — it is off the line (OFF). Same test, two verdicts. A plane in 3D works identically; the picture is a 2D slice so you can see it.
The chain reads: name points, turn them into arrows, learn to scale and subtract them (in-plane arrow), measure length (unit normal, direction cosines), test perpendicularity (dot product), manufacture a normal (cross product) — and all of it converges on the plane equation.