Analytic geometry · Space
A line in the plane is described by a slope; a plane in space is described by a direction too, but a surprising one: not a direction in the plane, but the direction perpendicular to it. Once you see a plane as "all points \(M\) such that \(\overrightarrow{M_1M}\) is perpendicular to a fixed vector", every formula in this chapter (the general equation, the angle between planes, the distance from a point) follows from the dot product in one or two lines.
Through a given point \(M_1\) there are infinitely many planes, but only one perpendicular to a given nonzero vector \(\vec N\). That vector is called a normal vector of the plane.
A point \(M\) lies in this plane exactly when the vector \(\overrightarrow{M_1M}\) lies in the plane, that is, when it is perpendicular to \(\vec N\). Perpendicularity means a zero dot product, and that is the whole equation.
(Here \( \vec r - \vec r_1 = \overrightarrow{M_1M} = \{x - x_1, y - y_1, z - z_1\} \), and the scalar form is just the dot product written out.)
Multiplying out the scalar form gives \( Ax + By + Cz + D = 0 \) with \( D = -(Ax_1 + By_1 + Cz_1) = -\alpha \). Conversely, every equation
\[ Ax + By + Cz + D = 0 \qquad (A, B, C \text{ not all zero}) \]is a plane, and you can read the normal vector straight off the coefficients: \( \vec N = \{A, B, C\} \). This is the most useful fact about planes. (Any point satisfying the equation can serve as \(M_1\).)
| Equation | Position of the plane | Reason |
|---|---|---|
| \(D = 0\) | passes through the origin | \((0, 0, 0)\) satisfies it |
| \(A = 0\): \(By + Cz + D = 0\) | parallel to the \(x\)-axis | \(\vec N \perp \vec i\) |
| \(A = B = 0\): \(Cz + D = 0\) | parallel to the \(xy\)-plane (\(z = \text{const}\)) | \(\vec N \parallel \vec k\) |
| \(A = D = 0\): \(By + Cz = 0\) | contains the \(x\)-axis | both of the above |
Check: putting \(y = z = 0\) gives \(x = a\), and similarly for the others. From the general equation with \(D \ne 0\), divide by \(-D\): \( a = -\frac DA \), \( b = -\frac DB \), \( c = -\frac DC \). The form exists only when \(a, b, c\) are all finite and nonzero, i.e. when the plane does not pass through the origin and is not parallel to any axis (\(A, B, C, D \ne 0\)). The book calls it the canonical form; it is also called the segment form.
The intercept form is perfect for sketching: mark the three intercepts and join them. The triangle in Figure 1 is drawn this way.
Why: for each \(\lambda\), this is a linear equation, so a plane. And every point of the common line makes both brackets zero, so it satisfies the equation for every \(\lambda\): all these planes contain the line. Like the pages of a book around its spine, they turn around the line as \(\lambda\) changes.
Two planes meet at the same angle as their normals (rotate the picture so that you look along the line of intersection: the planes become two lines, and their normals are those lines turned by \(90^\circ\)). So the angle comes from the dot product of the normals.
The \(\pm\) reflects that two planes form two angles, \(\varphi\) and \(180^\circ - \varphi\) (a normal can point to either side). Usually the acute angle is meant, obtained by taking the absolute value.
Two special cases follow immediately:
Derivation. Take any point \(M_1(x_1, y_1, z_1)\) of the plane. The distance is the length of the projection of \(\overrightarrow{M_1M}\) onto the normal direction, i.e. onto the unit vector \( \frac{\vec N}{|\vec N|} \):
\[ d = \frac{|\overrightarrow{M_1M}\cdot\vec N|}{|\vec N|} = \frac{|A(x_0 - x_1) + B(y_0 - y_1) + C(z_0 - z_1)|}{\sqrt{A^2 + B^2 + C^2}}, \]and since \( Ax_1 + By_1 + Cz_1 = -D \), the numerator is \( |Ax_0 + By_0 + Cz_0 + D| \).
A useful by-product: without the absolute value, the expression \( \frac{Ax_0 + By_0 + Cz_0 + D}{\sqrt{A^2 + B^2 + C^2}} \) is a signed distance: positive on the side the normal points to, negative on the other. So plugging a point into the left side of the equation tells you on which side of the plane it lies, and two points are on the same side exactly when they give the same sign.
| Concept | Formula |
|---|---|
| Plane through \(M_1\), normal \(\vec N\) | \( (\vec r - \vec r_1)\cdot\vec N = 0 \); \( A(x - x_1) + B(y - y_1) + C(z - z_1) = 0 \) |
| General equation | \( Ax + By + Cz + D = 0 \), normal \( \vec N = \{A, B, C\} \) |
| Intercept form | \( \frac xa + \frac yb + \frac zc = 1 \) |
| Pencil through a line | \( (A_1x + \dots + D_1) + \lambda(A_2x + \dots + D_2) = 0 \) |
| Angle | \( \cos\varphi = \frac{|\vec N_1\cdot\vec N_2|}{|\vec N_1||\vec N_2|} \) |
| Parallel / perpendicular | \( \vec N_1 = k\vec N_2 \) / \( A_1A_2 + B_1B_2 + C_1C_2 = 0 \) |
| Distance | \( d = \frac{|Ax_0 + By_0 + Cz_0 + D|}{\sqrt{A^2 + B^2 + C^2}} \) |
Try each one before opening the solution. More solved problems from this topic are in Geometry.
Same normal \(\{3, -2, 1\}\), passing through \((0, 0, 0)\): \( 3x - 2y + z = 0 \).
Its normal must be perpendicular to both normals: \( \vec N = \{1, -1, 0\}\times\{0, 1, -1\} = \{1, 1, 1\} \). Plane: \( x + y + z - 3 = 0 \).
\( 2\cdot1 + k\cdot(-1) + 3\cdot k = 0 \Rightarrow 2 + 2k = 0 \Rightarrow k = -1 \).
Intercepts \(a = 1\), \(b = 2\), \(c = 3\). The tetrahedron has three mutually perpendicular edges \(a, b, c\): \( V = \frac{abc}{6} = 1 \).
Move from \(M\) along the normal: \( (1 + 2t, 2 - t, 3 + 2t) \). Substituting into the plane: \( 10 + 9t = 0 \), \( t = -\frac{10}{9} \). Foot: \( \big(-\frac{11}{9}, \frac{28}{9}, \frac79\big) \). Its distance from \(M\) is \( |t|\cdot|\vec N| = \frac{10}{9}\cdot 3 = \frac{10}{3} \), matching Example 6.
\(P\): \(1 - 1.5 = -0.5 < 0\). \(Q\): \(2 - 1.5 = 0.5 > 0\). Different signs: the plane separates them.
One idea carries the whole chapter: a plane is determined by a point and a normal vector, and "lies in the plane" means "perpendicular to the normal". The general equation hands you the normal for free; parallelism, perpendicularity and angles are statements about normals; and the distance formula is a projection onto the normal. The pencil of planes is a different kind of trick, letting you build planes through a line without ever computing the line. With these tools, most problems about planes come down to a dot product or a cross product.
Related posts: vectors (dot and cross products) and affine transformations of coordinates.