Point-to-Plane Distance
The shortest distance from a point to a plane is along the perpendicular. Formula: d = |n·(P − P₀)| / |n| where n is the normal and P₀ is a point on the plane. Used in collision detection and machine learning.
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When point is on plane, distance is zero. Signed distance: positive on one side, negative on the other. SVMs use point-to-hyperplane distance for classification margin.
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Why: Point-to-plane distance is essential in 3D collision detection, SVM margin calculation, robotics obstacle clearance, and graphics for shadow volumes. Signed distance indicates which side of the plane.
How: Project the vector (P − P₀) onto the unit normal. Distance d = |n·(P−P₀)|/|n|. Foot point: P_foot = P − d_signed·(n/|n|).
Run the calculator when you are ready.
Sample Examples
Input
Point P
Point on Plane P₀
Normal Vector n
Results
Distance
6.93
Foot of Perpendicular
(-1, -0, 1)
For educational and informational purposes only. Verify with a qualified professional.
🧮 Fascinating Math Facts
Perpendicular is shortest path to plane.
— 3D Geometry
Foot is closest point on plane.
— Property
Key Takeaways
- d = |n·(P - P₀)| / |n| where P is point, P₀ on plane, n is normal
- Alternative: d = |Ax+By+Cz+D| / √(A²+B²+C²) for plane Ax+By+Cz+D=0
- Foot of perpendicular: P_foot = P - (signed_dist)(n/|n|)
- Signed distance indicates which side of plane
- Normal must be non-zero
Did You Know?
- SVMs use point-to-hyperplane distance for margin
- Collision detection uses this for penetration depth
- Signed distance: positive = same side as n, negative = opposite
- Robotics uses it for obstacle clearance
- Graphics uses it for shadow volumes
- Physics uses it for contact forces
Understanding
The shortest distance from a point to a plane is along the perpendicular. Project (P-P₀) onto the normal.
Expert Tips
- Use normalized n for simpler formulas
- Signed distance: useful for half-space tests
- When point on plane, d=0, foot=point
- For Ax+By+Cz+D=0: d = |Ax+By+Cz+D|/√(A²+B²+C²)
FAQ
A: Distance is always positive; sign indicates side.
A: Closest point on plane to P.
A: When point lies on the plane.
A: Collision, SVM, robotics, graphics.
A: Line through P with dir n hits plane at foot.
A: No; invalid plane.
A: Unsigned = length; signed = side info.
How to Use
- Enter point P (x,y,z)
- Enter point on plane P₀ and normal n
- Get distance and foot of perpendicular
Disclaimer
Normal vector must be non-zero.
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