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.
Any three non-collinear points in 3D space define a unique plane. To compute its equation in
standard form A x + B y + C z + D = 0, take two edge vectors on the triangle,
v₁ = P₂ − P₁ and v₂ = P₃ − P₁, and set the plane’s normal to
the cross product n = v₁ × v₂. Then (A,B,C) = n and
D = −n · P₁. If you check with any point on the plane, the expression
A x + B y + C z + D evaluates to zero (up to rounding).
This tool also accepts a point and a normal vector directly. In that case, the coefficients are
(A,B,C) = n and D = −n · P. The result is scale-invariant: multiplying all of
A,B,C,D by the same nonzero constant yields the same geometric plane. For a consistent, human-friendly
representation, you can turn on the “unit-normal form,” which divides by ‖n‖ so the normal has length 1.
n · (X − P) = 0, useful in CAD and physics.C ≠ 0, you can solve for z to see the plane’s height function.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.”