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Recipe

Write the equation of a plane in space

Use when: you're given three points on a plane, or a point plus a normal vector, and need the plane's scalar equation ax+by+cz=d

Goal: the coefficients a, b, c, d of the plane's scalar equation

Taught in Planes in space

  1. 1

    A plane's equation always starts from one point on it and one vector perpendicular to it, but a problem can hand those over in two different shapes.

    Example

    P_1=(1,1,1), P_2=(2,3,0), P_3=(0,2,3): \overrightarrow{P_1P_2}=\langle1,2,-1\rangle and \overrightarrow{P_1P_3}=\langle-1,1,2\rangle. Crossing them gives \mathbf n=\langle5,-1,3\rangle.

    • a point P_0 and normal \mathbf n are given directly — use them as they are, and skip to Step 2.
    • three points P_1,P_2,P_3 are given instead, not all on one line — build two in-plane vectors, \overrightarrow{P_1P_2} and \overrightarrow{P_1P_3}, then cross them to get \mathbf n.

    Why: a plane's equation needs one point on it and one vector perpendicular to it, and three points determine both once crossed, the same cross product from the previous section.

  2. 2

    Use \mathbf n=\langle a,b,c\rangle directly as the equation's left-side coefficients.

    Example

    \mathbf n=\langle5,-1,3\rangle gives 5x-y+3z=d.

    Why: the coefficients in a plane's scalar equation literally are a normal vector's components, so this step is a direct read-off, not a computation.

  3. 3

    Substitute P_0's coordinates into the equation's left side.

    Example

    Using P_0=P_1=(1,1,1): d=5(1)-1(1)+3(1)=5-1+3=7.

    Why: d is whatever value makes the known point satisfy the equation, since P_0 has to lie on the plane by construction.

  4. 4

    Substitute another point that should lie on the plane and confirm the equation still balances.

    Example

    P_2=(2,3,0): 5(2)-1(3)+3(0)=10-3+0=7. P_3=(0,2,3): 5(0)-1(2)+3(3)=-2+9=7.

    Why: this catches a sign error from Step 1's cross product or an arithmetic slip in Step 3 before the equation is used anywhere else.

Common mistakes

  • Using a vector between two of the points as the normal directly, instead of crossing two in-plane vectors.
  • Forgetting the sign flip on the cross product's middle component.
  • Solving for d with the wrong point.
  • Picking three points that turn out to be collinear, which makes the cross product \mathbf 0 and leaves the normal undefined.