3.6.11 · D23D Geometry

Visual walkthrough — Distance from a point to a plane

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We are going to build this one result, and nothing else: By the end you will have watched it grow, piece by piece, out of a picture.


Step 1 — Draw the plane and the point

WHAT. A plane is a perfectly flat, endless sheet floating in 3D space. We label it (the Greek letter "pi", just a name — nothing to do with ). Somewhere off the sheet sits a single point we call .

WHY. Before any algebra, we must be crystal clear about the two characters in the story: one flat sheet, one lonely point. Everything else on this page measures the gap between them.

PICTURE. The peach sheet is ; the magenta dot floating above it is . The dashed drop is the gap we want to measure — but we haven't earned the word "distance" yet, so for now it is just "the gap."

Figure — Distance from a point to a plane

Step 2 — Which way does the plane "face"? The normal vector

WHAT. A plane written as hides an arrow inside its own coefficients: . This arrow is called the normal vector — it sticks straight out of the sheet, perpendicular to it.

WHY this tool and not another? We need a direction that means "straight at the wall." Among all arrows you could draw, only one family points dead-on perpendicular to the sheet — and it turns out those are exactly the numbers from the equation (proved in Normal vector to a plane). This is the tool that turns "shortest path" into "one specific direction to travel."

PICTURE. The violet arrow leaves the sheet at a right angle (the little square marks ). Notice it is not pointing at yet — it just shows the facing direction.

Figure — Distance from a point to a plane

Step 3 — Anchor a helper point on the plane

WHAT. Pick any point that actually lies on the sheet and call it . Because it is on the plane, it obeys the plane's equation:

WHY. To measure the gap we need something to measure from. A bare direction has no starting foothold on the sheet. Planting on the sheet gives us a tail on the surface and a head at — the raw material for the next step. It doesn't matter which point we pick; watch how it vanishes later.

PICTURE. The orange dot sits on the peach sheet. The subscript is our tag for "the anchor point."

Figure — Distance from a point to a plane

Step 4 — Build the vector from to

WHAT. Subtract coordinates (head minus tail) to get the arrow that runs from the sheet up to the point:

WHY. This single arrow bundles the entire journey from plane to point into one object. Its length is not yet the distance (it points slantwise, not straight out). But its shadow along will be — that is the plan.

PICTURE. The magenta arrow leans from (on the sheet) toward (above it). It is deliberately slanted, not perpendicular — that slant is the thing we will "straighten out" next.

Figure — Distance from a point to a plane

Step 5 — Cast a shadow: project onto the normal

WHAT. Turn the arrow into a unit arrow (length exactly ) by dividing by its own length: Then the perpendicular gap is the projection of onto , which is a dot product:

WHY this tool — the dot product? We want only the part of that points along the normal (the perpendicular drop), throwing away the sideways part. The dot product of a vector with a unit direction returns exactly the length of the shadow that vector casts on that direction. That is precisely "how far along " — the number we've been chasing since Step 2. (See Projection of a vector.)

WHY the hat / unit normal? A projection only reads off a true length if the direction has length . If we projected onto directly, the answer would be stretched by . Dividing by once removes that stretch — this is where the denominator is born.

PICTURE. The magenta arrow drops a dashed shadow onto the violet line of . The bold segment on that line is — the perpendicular gap. The sideways leftover is greyed out: we discard it.

Figure — Distance from a point to a plane

Step 6 — Expand the dot product and let vanish

WHAT. Write the dot product out coordinate by coordinate: Split it into "the part" minus "the part": Now use the promise from Step 3, which says :

WHY. This is the magic moment. We never chose a specific — and now is gone. The answer depends only on and the plane's own coefficients. That is why "pick any point on the plane" was legitimate: the choice never mattered.

PICTURE. On the left, the messy expression full of ; an orange arrow labelled "" collapses the whole -block into the single letter . The orange dot fades away.

Figure — Distance from a point to a plane

Step 7 — Take the magnitude: the boxed formula

WHAT. Divide by (Step 5) and wrap in absolute value, because a distance can never be negative:

WHY the absolute value? The dot product in Step 5 was signed: positive if sits on the side points to, negative on the other side. Distance ignores side — so we strip the sign with .

PICTURE. The finished formula, colour-coded: magenta numerator = "plug the point into the plane equation"; violet denominator = "length of the normal, which un-stretches the number into real steps."

Figure — Distance from a point to a plane

Step 8 — The sign, and the degenerate case

WHAT. Keep the sign instead of the absolute value:

  • : is on the side points toward.
  • : is on the opposite side.
  • : the numerator , meaning obeys the plane equation — so lies on . Zero gap. This is the degenerate case, and the formula handles it automatically: no special rule needed.

WHY cover this? A reader who plugs in a point on the plane must not panic at "distance " or a sign flip. Every case — above, below, exactly on — is one and the same formula.

PICTURE. Three magenta points: one above (green ), one below (red ), one pinned on the sheet (). The violet normal shows which way "positive" faces.

Figure — Distance from a point to a plane

The one-picture summary

Everything above, compressed into a single frame: the point , an anchor on the sheet, the slanted arrow , its shadow on the unit normal , and the boxed formula it produces after cancels.

Figure — Distance from a point to a plane
Recall Feynman retelling — the whole walkthrough in plain words

Picture a flat wall and you standing in the room. First I mark the wall () and you (). The wall has a secret arrow that pokes straight out of it — that's the normal , and it's hiding inside the wall's equation as the numbers . To measure your distance I plant a flag anywhere on the wall and draw an arrow from that flag to you: . That arrow is slanted, so I let it cast a shadow onto the straight-out arrow — the shadow's length is the true "walk straight at the wall" distance. Computing that shadow is a dot product divided by the arrow's length. When I expand it, the flag magically cancels (because any flag on the wall obeys the wall's equation), and I'm left with just: plug you into the wall's equation, then divide by the length of the normal. Slap on absolute-value bars so the answer can't be negative — and that's the formula. If you happen to be standing on the wall, the top comes out zero, and the formula honestly reports zero steps.

Recall Quick self-test
  1. In Step 5, why must we use the unit normal , not ?
  2. In Step 6, what exact fact makes disappear?
  3. What does mean geometrically?
  4. When could the denominator ever be zero, and why is that never a real problem?

Answers. 1) A projection reads a true length only onto a length- direction; using would stretch the answer by . 2) The on-plane fact , so the -block becomes . 3) lies on the plane — zero distance. 4) Only if , which is not a plane; so any genuine plane is safe.


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