3.6.8 · D13D Geometry

Foundations — Equation of a plane — normal form, intercept form, general form

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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 read the way you read a road sign.


0. What is a point in 3D? — the ordered triple

Before planes, before arrows, we need to say where things are.

Look at Figure s01: the three coloured segments show the walk — magenta along the first axis, violet into the room, orange straight up — landing on the point . The figure is the definition made visible: a point is nothing but a recipe of three walks.

Figure — Equation of a plane — normal form, intercept form, general form

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 is that name.

The letter names are pure convention — first, second, third. The number zero in a slot means "don't move along that axis": sits on the -axis alone.


1. What is a vector? — the arrow

The picture: put the tail of the arrow at the origin; its head lands at the point . 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).


2. Scaling a vector — multiply an arrow by a plain number

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 () and every "divide the equation by " 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.


3. Subtracting positions — the arrow between two points

If and are two points, what is ?

Look at Figure s02: the violet and orange arrows are the two position vectors drawn from the origin; the bold magenta arrow is their difference , sitting with its tail on and head on . Notice it does not start at the origin — that is the whole point of a difference arrow: it connects two places.

Figure — Equation of a plane — normal form, intercept form, general form

Why the topic needs this: the parent note constantly writes things like . Here 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 is any mystery point we are testing. Then is the arrow lying inside the plane, running from the known pin to the mystery point . You cannot understand "perpendicular to the plane" until you can see that in-plane arrow — and it is born from subtraction.


4. Length of a vector — the magnitude

How long is the arrow ?

Why the topic needs it: to convert a normal into a unit normal (length exactly 1), you divide by its length. The parent's that keeps appearing is exactly this length — it is not a mysterious constant, it is just "how long is the normal."


5. Unit vector — the hat


6. Direction cosines — the numbers

The three components of a unit normal get a special name.

Why the topic needs it: the parent's normal form uses exactly these. The condition is just " has length 1" wearing a costume. (Full details live in Direction cosines and direction ratios.)


7. The dot product — the shadow

This is the engine of the whole topic. Read this section twice.

Look at Figure s03: the dashed violet line drops straight down onto the line of ; the thick orange arrow is the resulting shadow. The dot product measures the length of that orange shadow (times ). As you swing towards a right angle with , the shadow shrinks — and vanishes exactly when they are perpendicular.

Figure — Equation of a plane — normal form, intercept form, general form

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 — 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: That is why the term in the parent's normal-form derivation collapses to just .


8. The cross product — the built-in normal

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 are the three standard unit vectors along the axes: , , . They are just labelled names for "one step along each axis."

Why the topic needs it: if and are two arrows lying in the plane (and not parallel), then 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.)


9. The equals-zero equation — what "the equation of a plane" even means

Look at Figure s04: the navy line is the set of all points that make the expression equal zero. The violet point scores — it sits on the line (ON). The magenta point scores — 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.

Figure — Equation of a plane — normal form, intercept form, general form

Prerequisite map

Coordinates x y z

Vector as arrow

Scalar multiply an arrow

Subtract positions r2 minus r1

Magnitude length of arrow

Unit vector n hat

Direction cosines l m n

Dot product shadow number

Perpendicular test equals zero

Cross product built in normal

Equation of a Plane

General normal intercept forms

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.


Equipment checklist

Test yourself — reveal only after you have answered aloud.

What do the three numbers in physically mean?
How far to walk along the , , and axes from the origin to reach the point.
What is the difference between as a point and as a vector?
As a point it is a place ("stand here"); as a vector it is a displacement ("step 2 right, 1 in, 3 up").
What does multiplying a vector by do geometrically?
Scales its length by (stretch or shrink), and if flips it to the opposite direction; each component is multiplied by .
What arrow does represent, and what is ?
is a fixed known point on the plane; is the arrow from that point to a test point , lying inside the plane.
How do you compute the length of ?
(3D Pythagoras).
How do you turn a vector into a unit vector?
Divide it by its own length: (scalar multiply by ).
Can direction cosines be negative?
Yes — if the arrow leans backwards along an axis (obtuse angle), that cosine is negative; only is fixed.
Write the dot product of and .
.
What does a dot product of exactly zero tell you, and what is the catch?
The two vectors are perpendicular — provided both are non-zero; if either is the dot is trivially with no meaningful angle.
What is special about the vector , and when does it fail?
It is perpendicular to both and ; it fails (gives ) when are parallel/collinear.
Why does dotting with give zero?
The determinant's minors are built so all six product terms cancel in pairs, forcing the dot product to — hence perpendicular.
What does the equation do when you feed it a point, and what are ?
It tests membership ( = on the plane); are the normal vector's components.

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