Normal Vector Calculation:
From: | To: |
A normal vector is a vector that is perpendicular to a surface or plane. For a plane defined by three points, the normal vector can be calculated using the cross product of two vectors lying on the plane.
The calculator uses the cross product formula:
Where:
Explanation: The cross product of two vectors on the plane gives a vector perpendicular to both, which is the normal vector to the plane.
Details: Normal vectors are essential in computer graphics, physics, and engineering for determining orientations, calculating reflections, and solving lighting problems in 3D rendering.
Tips: Enter the coordinates of three non-collinear points in 3D space. The calculator will compute the normal vector to the plane containing these points.
Q1: What if my points are collinear?
A: The calculator will return a zero vector (0,0,0) since collinear points don't define a unique plane.
Q2: Does the order of points matter?
A: Yes, the order affects the direction of the normal vector (right-hand rule), but both directions are valid normals.
Q3: Can I use this for 2D points?
A: For 2D points (z=0), the normal will always be along the z-axis (0,0,nz).
Q4: How is this different from a surface normal?
A: A plane normal is constant across the entire plane, while surface normals may vary for curved surfaces.
Q5: What's the unit normal vector?
A: Divide the normal vector by its magnitude to get a unit normal vector (length = 1).