Ⅴ Vectors, Space & Complex Numbers · Stage 29 — Spatial Vectors & Solid Geometry · 29.5 Distances with VectorsAll lessons →
Stage 29 · Spatial Vectors & Solid Geometry

Distances with Vectors

Drop a shadow on the normal and read the distance straight off the coordinates.

Ages 14–18 · Reasoning, one step at a time
The whole lesson in one picture. A point P floats above a plane α; the plane carries its normal n (green). Pick any point Q on the plane, draw QP→, and the distance is the length of QP→'s shadow on n — the perpendicular drop in dashed slate. Every number here is computed: QP→·n = 9, |n| = 3, so d = 9 ⁄ 3 = 3.

Here is the prize at the end of the strand. A "how far is it?" question in space — how far is this corner from that slanted face? how thick is the gap between two parallel shelves? — has, until now, meant dropping auxiliary perpendiculars and chasing right triangles through a tangle of edges. We are going to make all of that vanish. The trick is the same one that powered every earlier lesson: a distance is the length of a shadow, and a shadow is a dot product. Set coordinates at a square corner, write down a normal n for the plane, project the arrow to your point onto that normal, and the distance falls out as one quotient: d = |QP→·n| ⁄ |n|. Lines and parallel planes reduce to the same formula, and a five-step routine ties parallelism, perpendicularity, angles, and distances into a single calculation — the doorway to Stage 30, Analytic Geometry.

Everything below stands on the dot product from Stage 27 — its geometric meaning is exactly the shadow we are about to cast — and on the spatial machinery of 29.2 (coordinates), 29.3 (a plane's normal n), and 29.4 (every angle as one cosine). If those tools feel shaky, glance back; if not, read on.

29.5.1 The projection of a vector — a shadow you can compute

Shine a light straight down onto a line and an arrow casts a shadow on it. That shadow is the projection, and it is the entire geometric content of the dot product. Take a vector a and a direction b. Drop a perpendicular from the tip of a onto b's line; the segment from the shared tail to the foot is a's shadow on b.

Its signed length — the scalar projection — is

scalar projection of a onto b = a·b|b| .

Why? Because a·b = |a||b|cos θ, so dividing by |b| leaves |a|cos θ — exactly the leg of the right triangle that is the shadow. The sign carries information: it is positive when the shadow points the same way as b (θ acute), zero when ab (the shadow collapses to a point), and negative when the shadow points backward (θ obtuse). The vector projection just reattaches the direction: multiply the scalar by the unit vector = b⁄|b|.

Worked — a shadow with real numbers

Let a = (2, 2, 1) and b = (3, 0, 0). Then a·b = 2·3 + 2·0 + 1·0 = 6, and |b| = √(9+0+0) = 3. So the scalar projection is 63 = 2, and the vector projection is 2· = 2·(1, 0, 0) = (2, 0, 0)a lies 2 units "along" the x-direction, no matter how tall it stands. The right angle at the foot is the whole point: the drop is perpendicular, so the shadow is the closest b-multiple to a.

Try it Cast a shadow — dial a over a fixed b
Drag each component of a. The green bar is its shadow on b = (3, 0, 0); watch it flip sign and collapse to a point exactly when a·b = 0.
ax 2
ay 2
az 1

29.5.2 The distance from a point to a plane

Now point the light along a plane's normal n. Here is the key picture: a point P sits some distance above a plane α, and the distance we want is the length of the perpendicular drop from P to the plane. That drop runs in the n-direction (the normal is, by definition, perpendicular to the surface). So the distance is just the shadow of a connecting arrow on n.

Pick any point Q that lies in the plane and form the arrow QP→ = PQ. Its shadow on the unit normal has length |QP→·|, which is the perpendicular drop. Writing = n⁄|n|:

d = |QP→·n||n| .

The absolute value is there because we want a length, not a signed one — P may sit on either side of the plane. And the answer does not depend on which in-plane point Q you choose: move Q to a different spot Q′ and the arrow changes by QQ′→, which lies in the plane and is therefore ⊥ n — its shadow on n is zero, so the quotient is unchanged. That freedom is what makes the formula so easy to use: grab the most convenient corner.

Why any Q works. Both QP→ (from Q = (1, 0, 0)) and Q′P→ (from Q′ = (−1, 1, 0)) cast the same shadow on n = (1, 2, 2): the difference QQ′→ lies flat in the plane, so it adds nothing along n. Both give QP→·n = 9.
The signature calculation

Plane α: x + 2y + 2z = 1, so a normal is n = (1, 2, 2) with |n| = √(1+4+4) = 3. Take Q = (1, 0, 0) on it and the target P = (2, 2, 2). Then QP→ = PQ = (1, 2, 2), and QP→·n = 1·1 + 2·2 + 2·2 = 9. So d = |9|3 = 3. The foot of the drop lands back at (1, 0, 0), squarely on the plane — no auxiliary triangle anywhere.

Watch — three traps in this one formula

1. Distance is the shadow on n, not along the plane. The drop is perpendicular to α — projected onto the normal. Projecting QP→ onto a vector lying in the plane gives how far you slide across the surface, which is the opposite of what you want. Shadow on the surface ≠ distance to the surface.

2. Divide by |n|. The formula needs the unit normal. If n isn't a unit vector — and it usually isn't — forgetting the |n| in the denominator inflates the answer by a factor of |n|. Here that would have given 9 instead of 3.

3. Any Q on the plane is fine — but it must be on the plane. The point Q has to actually satisfy the plane's equation; a stray nearby point quietly breaks everything.

Try it A point-to-plane distance lab
Move P with the steppers. The plane is x + 2y + 2z = 0 through the corner Q = O, with n = (1, 2, 2), |n| = 3. The readout works the formula one step at a time and the dashed drop lands on the plane.
Px 1
Py 1
Pz 1

29.5.3 Point-to-line and parallel distances — all one formula

The beauty of the point-to-plane formula is how much it swallows.

Line ∥ plane. When a line runs parallel to a plane, every point of the line is exactly the same height above the plane (that is what parallel means). So the line-to-plane distance is just the point-to-plane distance of any one point you pick on the line. One calculation, done.

Plane ∥ plane. Two parallel planes are a fixed slab apart. Grab any single point on the first plane and measure its distance to the second — that is the gap. Plane-to-plane collapses to point-to-plane as well.

Point to a line. The distance from a point P to a line ℓ (direction d, through A) is the perpendicular component of AP→ — drop the part that runs along ℓ and keep what's left. In symbols, subtract the vector projection from the arrow:

d = | AP→ − (the shadow of AP→ on d) | = | AP→ − AP→·d|d|2 d | .

Same idea, mirrored: for a plane you keep the shadow on the normal; for a line you throw away the shadow on the direction and keep the rest. Either way, a distance is a projection.

One picture, three distances. The top diagonal A₁C₁ runs parallel to the base; the gap to the base is the height of any point on it — here 2, read straight off the z-coordinate. A line ∥ a plane, and a plane ∥ a plane, both reduce to this single point-to-plane drop.

29.5.4 The general five-step routine

Every "is it parallel / perpendicular / what is the angle / how far" problem in space now follows one checklist. Memorize the five moves and you never need a clever auxiliary line again.

StepWhat you doThe tool
1Find a square corner and set the x, y, z axes along its three edges.a cube/box corner
2Write every relevant point's coordinates (x, y, z).read off the box
3Build the direction vectors d (B − A) and normals n (n = u×v) you need.vsub3, vcross3
4Plug into the right formula — a dot for ⊥, a multiple for ∥, sin/cos for an angle, |QP→·n|/|n| for a distance.vdot3
5Read the answer — and sanity-check it against the picture.conclude

The labor that used to be geometric — finding the right perpendicular, naming the right triangle — is replaced by step 1 alone. After you choose the corner, it is pure arithmetic on triples.

29.5.5 A whole solid-geometry problem, by coordinates

Let's run one problem that asks for all four relationships at once, so you can watch the five steps dispatch them in a single setup. Take a cube of side 2 and set axes at corner A: then

A(0,0,0) B(2,0,0) C(2,2,0) D(0,2,0), and the top A₁(0,0,2) B₁(2,0,2) C₁(2,2,2) D₁(0,2,2).

The labelled cube, axes set at corner A. The space diagonal AC₁ = (2, 2, 2) and the slanted plane through A, B₁, D₁ are the actors in the four questions below — every coordinate is read straight off this box.

(a) Parallel? Is the top diagonal A₁C₁ parallel to the base ABCD? Direction d = C₁A₁ = (2, 2, 0); the base normal is n = (0, 0, 1). Test d·n = 2·0 + 2·0 + 0·1 = 0. So dn, and since A₁C₁ is not in the base, A₁C₁ ∥ base.

(b) Perpendicular? Is the edge AA₁ perpendicular to the base? AA₁ = (0, 0, 2), which is 2·(0, 0, 1) = 2n — a scalar multiple of the base normal. Direction ∥ normal means AA₁ ⊥ base. (A vertical edge stands on the floor; the algebra agrees.)

(c) What angle? The angle between the space diagonal AC₁ = (2, 2, 2) and the base uses the line–plane formula sin θ = |d·n|/(|d||n|). Here d·n = (2, 2, 2)·(0, 0, 1) = 2, |d| = √12 = 2√3, |n| = 1, so sin θ = 22√3 = 1⁄√3 ≈ 0.577, giving θ ≈ 35.3°.

(d) How far? Distance from corner C = (2, 2, 0) to the slanted plane through A, B₁, D₁. Spanners u = B₁A = (2, 0, 2) and v = D₁A = (0, 2, 2), so n = u×v = (−4, −4, 4) with |n| = 4√3. Take Q = A; then QC→ = (2, 2, 0) and QC→·n = −8 − 8 + 0 = −16. So d = |−16|4√3 = 4⁄√3 ≈ 2.31. One coordinate setup, four answers.

The moral

Notice what we never drew: not one auxiliary perpendicular, not one extra triangle. Step 1 (axes at A) carried the whole burden; steps 2–5 were arithmetic. That is the payoff of vectors in space — geometry becomes calculation.

29.5.6 Toward analytic geometry

Step back and see what just happened to geometry. A point became a triple of numbers. A line became a point plus a direction vector. A plane became a point plus a normal — or, equivalently, an equation like x + 2y + 2z = 1, whose coefficients are the normal. Parallel, perpendicular, angle, distance: all of them turned into arithmetic on those numbers.

The natural next move is to run the trade in reverse. If a plane is captured by an equation, why not let an equation capture a circle, a parabola, an ellipse — and then let the equation draw the curve? That is exactly the program of Stage 30 · Analytic Geometry: coordinates become equations, and equations become curves. You have built the bridge; next stage you cross it.

What to carry forward

Every distance in space is a projection, and every projection is a dot product. Keep this table within reach.

What you wantThe formulaIn words
Scalar projection of a on ba·b|b|the signed length of a's shadow on b
Vector projection of a on ba·b|b|2 bthat shadow, with its direction reattached
Point P to plane α|QP→·n||n|Q any plane point; the drop onto the normal
Point P to line ℓ|AP→ − projdAP→|throw away the part along d, keep the rest
Line ∥ plane, or plane ∥ plane= point-to-plane dmeasure one point — all points share it

And the five-step routine: corner → coordinates → directions & normals → formula → answer.

Exercises

  1. Cast the shadow. Find the scalar and vector projections of a = (1, 2, 2) onto b = (0, 0, 4).

    Show the answer
    a·b = 1·0 + 2·0 + 2·4 = 8, and |b| = √(0+0+16) = 4. Scalar projection = 84 = 2. Vector projection = a·b|b|2 b = 816(0, 0, 4) = (0, 0, 2) — half of b, since a reaches 2 units up the z-direction.
  2. Point to plane. How far is P = (4, 1, 2) from the plane 2x + y + 2z = 4?

    Show the answer
    A normal is n = (2, 1, 2) with |n| = √(4+1+4) = 3. The corner Q = (2, 0, 0) lies on the plane (2·2 = 4 ✓). Then QP→ = (2, 1, 2) and QP→·n = 2·2 + 1·1 + 2·2 = 9. So d = |9|3 = 3.
  3. Don't forget the denominator. A student computes the distance from the origin to the plane x + 2y + 2z = 6 and writes d = 6. What did they forget, and what is the right answer?

    Show the answer
    They forgot to divide by |n|. With n = (1, 2, 2), |n| = 3. Pick Q = (6, 0, 0) on the plane; QO→ = O − Q = (−6, 0, 0), and QO→·n = −6, so d = |−6|3 = 2. The value 6 is QO→·n before normalizing — three times too big.
  4. In the cube. Cube of side 2, axes at A: A(0,0,0), B(2,0,0), C₁(2,2,2), D(0,2,0). Find the distance from B to the plane through A, C₁, and D.

    Show the answer
    Spanners u = C₁A = (2, 2, 2) and v = DA = (0, 2, 0), so n = u×v = (−4, 0, 4), |n| = 4√2. Take Q = A; QB→ = (2, 0, 0) and QB→·n = 2·(−4) = −8. So d = |−8|4√2 = √2 ≈ 1.41.
  5. Point to line. Find the distance from P = (2, 2, 2) to the x-axis (the line through O with direction d = (1, 0, 0)).

    Show the answer
    AP→ = (2, 2, 2). The shadow on d is AP→·d|d|2d = 21(1, 0, 0) = (2, 0, 0). Throw it away: the perpendicular part is (2, 2, 2) − (2, 0, 0) = (0, 2, 2), of length √(0+4+4) = 2√2 ≈ 2.83. (Sanity check: the closest point on the x-axis is (2, 0, 0), and the leftover (0, 2, 2) is indeed ⊥ the axis.)
  6. A parallel gap. In the same cube of side 2, show that the top diagonal A₁C₁ is parallel to the base ABCD, and find the distance between them.

    Show the answer
    Direction d = C₁A₁ = (2, 2, 0); base normal n = (0, 0, 1). Since d·n = 0 and A₁C₁ is not in the base, the diagonal is parallel to the base. Because a line ∥ a plane keeps a constant height, the gap is the point-to-plane distance of any point on the diagonal — e.g. A₁ = (0, 0, 2): QA₁→·n = 2 with |n| = 1, so d = 2. (It is just the z-coordinate, as expected.)

🎯 Quick check

Six questions to lock it in. Tap the answer you think is right.

§ For teachers and parents

This lesson is the modeling payoff of the strand: it turns a hard solid-geometry distance into a single dot-product calculation. The vector machinery — projection, the unit normal, the point-to-plane formula d = |QP→·n|/|n| — lives squarely in HSN-VM (Vector & Matrix Quantities), building on dot products and their geometric meaning. Using coordinates to model and measure a physical solid — choosing axes at a corner, finding heights, gaps, and angles inside a cube — is the geometric-modeling work of HSG-GMD and G-MG (Modeling with Geometry). A good prompt at home: ask your student to name the five steps out loud before touching any numbers — the discipline of "corner, coordinates, directions and normals, formula, answer" is more durable than any single computation, and it is exactly the habit of mind Stage 30 (Analytic Geometry) will reward.

eastmath.com · Stage 29 · 29.5 Distances with Vectors · Reasoning, one step at a time