Three points make a floor
Any three non-collinear points act like the legs of a wobbly stool—the flat “seat” they define is exactly your plane.
P₁, P₂, P₃ must be non-collinear (not all on one line).
Method: n = (P₂−P₁) × (P₃−P₁), then (A,B,C)=n and D = −n·P₁.
The blue patch shows the plane; black dots are your points; the teal arrow is the plane’s normal.
This calculator finds the equation of a plane in 3D space from three points or from a point and a normal vector. If you have coordinates from geometry homework, CAD modeling, or 3D data, it turns them into a clean plane equation you can use for further calculations, visualization, or validation.
A plane is a flat surface that extends forever. In 3D space, any three points that are not on the same line
define exactly one plane—like a tabletop resting on three legs. The standard equation is
A x + B y + C z + D = 0. The values A, B, and C describe the
plane’s orientation, and D shifts the plane to pass through your points.
The tool builds two vectors from your points: v₁ = P₂ − P₁ and v₂ = P₃ − P₁.
The cross product n = v₁ × v₂ gives a normal vector perpendicular to the plane. From there,
(A,B,C) = n and D = −n · P₁. If you plug any point on the plane into the equation,
the result is zero (allowing for rounding). You can also enter a point and a normal directly, which is common
in physics and 3D graphics.
Plane equations are used for slicing 3D models, finding intersections, computing distances, and checking
alignment in engineering or architecture. In computer graphics, they help with lighting and collision
detection. In surveying or geology, a plane can represent a tilted surface or a best-fit layer. For a simple
example, the points (0,0,0), (1,0,0), and (0,1,0) define the flat xy-plane, which gives the equation
z = 0.
A,B,C,D by the same nonzero value keeps the same plane.‖n‖ so the normal vector has length 1.Any three non-collinear points act like the legs of a wobbly stool—the flat “seat” they define is exactly your plane.
Take two edge arrows from the triangle of points and do a cross product; the result sticks out like a thumbs-up showing the plane’s direction.
Multiply all coefficients A,B,C,D by 10 or 0.5—the plane stays the same. The equation can look different but the sheet of space is identical.
From math class to 3D games, planes let characters stand on floors, walls block movement, and lights bounce—one formula, many worlds.
If a fourth point plugged into A x + B y + C z + D gives zero, it lives on the same plane. Tiny numbers mean “almost flat.”