Last updated October 10, 2026 · Report an error
The shortest distance from a point to a plane is always measured along the perpendicular dropped from the point to the plane — any other path is longer. This calculation shows up in 3D computer graphics and game physics (checking whether a character or object has collided with a wall or floor), in CNC machining and 3D printing (verifying clearance between a tool path and a surface), and in structural and civil engineering when checking a point's offset from a design surface. Given the plane's general equation Ax+By+Cz+D=0 and any point's coordinates, the distance follows from one closed-form formula.
How it works
Enter the point's coordinates and the plane's A, B, C, D coefficients. The calculator plugs the point into the plane's equation to get Ax0+By0+Cz0+D (which is zero exactly when the point lies on the plane), takes the absolute value, and divides by √(A²+B²+C²) — the magnitude of the plane's normal vector. This scales the raw "how far off the equation is from zero" value into an actual physical distance.
- Enter point — x0.
- Enter point — y0.
- Enter point — z0.
- Enter plane — A (coefficient of x).
- Enter plane — B (coefficient of y).
- Enter plane — C (coefficient of z).
- Enter plane — D (constant).
- Click Calculate to see your results.
Examples
Point (1,2,3), plane 2x-y+2z-4=0
Numerator = |2(1)-2+2(3)-4| = |2-2+6-4| = |2| = 2. Denominator = √(2²+(-1)²+2²) = √9 = 3. Distance = 2/3 ≈ 0.667.
Point (0,0,0), plane x+y+z-6=0
Numerator = |0+0+0-6| = 6. Denominator = √(1+1+1) = √3 ≈ 1.732. Distance = 6/1.732 ≈ 3.464.
Common mistakes to avoid
- Forgetting the absolute value in the numerator, which would let the "distance" come out negative.
- Using the plane's D coefficient with the wrong sign — make sure your plane is written as Ax+By+Cz+D=0, not Ax+By+Cz=D (which would need D negated).
- Forgetting to include all three normal-vector components (A, B, C) when computing the denominator, especially if one coefficient is zero.
- Confusing this with the distance from a point to a line in 3D, which is a different (and more involved) calculation requiring a direction vector, not just a normal vector.