Normal Vector Equation:
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A normal vector to a plane is a vector that is perpendicular to that plane. Given three non-collinear points in 3D space, we can find a unique plane containing all three points, and the normal vector characterizes the orientation of this plane.
The calculator uses the cross product formula:
Where:
Explanation: The vectors P2-P1 and P3-P1 lie on the plane. Their cross product gives a vector perpendicular to both, which is the normal to the plane.
Details: Normal vectors are essential in computer graphics, physics simulations, and engineering. They're used for lighting calculations, collision detection, and defining planes in 3D space.
Tips: Enter the coordinates of three points in 3D space. The points must not be collinear (i.e., they must define a valid plane).
Q1: What if my points are collinear?
A: If the three points lie on a straight line, they don't define a unique plane and the cross product will be the zero vector.
Q2: Does the order of points matter?
A: Yes, the order affects the direction of the normal vector (right-hand rule). The magnitude remains the same but the direction will be reversed.
Q3: Can I use this for 2D points?
A: For 2D points (z=0), the normal vector will always be (0,0,z) where z depends on the x,y coordinates.
Q4: How do I normalize the vector?
A: Divide each component by the vector's magnitude to get a unit normal vector.
Q5: What's the relationship with plane equation?
A: The normal vector (a,b,c) gives the coefficients in the plane equation ax + by + cz + d = 0.