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What I want to do in
this video is make sure
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that we're good at
picking out what
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the normal vector
to a plane is, if we
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are given the
equation for a plane.
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So to understand that, let's
just start off with some plane
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here.
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Let's just start off--
so this is a plane,
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I'm drawing part
of it, obviously it
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keeps going in every direction.
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So let's say that is our plane.
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And let's say that this is a
normal vector to the plane.
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So that is our normal
vector to the plane.
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It's given by ai
plus bj plus ck.
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So that is our normal
vector to the plane.
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So it's perpendicular.
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It's perpendicular
to every other vector
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that's on the plane.
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And let's say we have
some point on the plane.
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We have some point.
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It's the point x sub p.
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I'll say p for plane.
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So it's a point on the plane.
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Xp yp zp.
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If we pick the origin.
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So let's say that
our axes are here.
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So let me draw our
coordinate axes.
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So let's say our coordinate
axes look like that.
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This is our z-axis.
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This is, let's say
that's a y-axis.
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And let's say that
this is our x-axis.
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Let's say this is our
x-axis coming out like this.
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This is our x-axis.
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You can specify this
is a position vector.
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There is a position vector.
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Let me draw it like this.
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Then it would be behind the
plane, right over there.
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You have a position vector.
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That position vector would
be xpi plus ypj plus zpk.
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It specifies this
coordinate, right here,
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that sits on the plane.
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Let me just call that something.
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Let me call that
position vector,
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I don't know-- let
me call that p1.
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So this is a point on the plane.
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So it's p-- it is p1
and it is equal to this.
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Now, we could take another
point on the plane.
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This is a particular
point of the plane.
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Let's say we just say, any
other point on the plane, xyz.
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But we're saying that
xyz sits on the plane.
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So let's say we take this
point right over here, xyz.
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That clearly, same logic, can
be specified by another position
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vector.
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We could have a position
vector that looks like this.
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And dotted line.
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It's going under the
plane right over here.
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And this position
vector, I don't know,
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let me just call it p, instead
of that particular, that P1.
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This would just be
xi plus yj plus zk.
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Now, the whole reason
why I did this set up
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is because, given some
particular point that I know
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is on the plane, and any other
xyz that is on the plane,
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I can find-- I can construct--
a vector that is definitely
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on the plane.
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And we've done this
before, when we
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tried to figure out what the
equations of a plane are.
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A vector that's
definitely on the plane
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is going to be the difference
of these two vectors.
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And I'll do that in blue.
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So if you take the yellow
vector, minus the green vector.
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We take this position,
you'll get the vector
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that if you view
it that way, that
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connects this point
in that point.
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Although you can
shift the vector.
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But you'll get a vector that
definitely lies along the plane
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So if you start
one of these points
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it will definitely
lie along the plane.
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So the vector will
look like this.
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And it would be lying
along our plane.
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So this vector lies
along our plan.
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And that vector is p minus p1.
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This is the vector p minus p1.
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It's this position vector minus
that position vector, gives you
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this one.
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Or another way to view
it is this green position
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vector plus this blue vector
that sits on the plane
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will clearly equal this
yellow vector, right?
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Heads to tails.
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It clearly equals it.
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And the whole reason
why did that is we
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can now take the dot product,
between this blue thing
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and this magenta thing.
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And we've done it before.
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And they have to be equal to 0,
because this lies on the plane.
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This is perpendicular
to everything
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that sits on the
plane and it equals 0.
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And so we will get the
equation for the plane.
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But before I do
that, let me make
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sure we know what the components
of this blue vector are.
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So p minus p1, that's
the blue vector.
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You're just going to subtract
each of the components.
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So it's going to be x minus xp.
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It's going to be x minus
xpi plus y minus ypj plus z
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minus zpk.
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And we just said,
this is in the plane.
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And this is, this
right, the normal vector
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is normal to the plane.
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You take their dot product--
it's going to be equal to zero.
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So n dot this vector is
going to be equal to 0.
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But it's also equal to this
a times this expression.
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I'll do it right over here.
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So these-- find some good color.
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So a times that, which is ax
minus axp plus b times that.
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So that is plus by minus byp.
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And then-- let me make
sure I have enough colors--
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and then it's going to
be plus that times that.
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So that's plus cz minus czp.
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And all of this is equal to 0.
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Now what I'm going to do is,
I'm going to rewrite this.
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So we have all of these
terms I'm looking for, right?
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Color.
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We have all of the x terms-- ax.
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Remember, this is any
x that's on the plane,
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will satisfy this.
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So ax, by and cz.
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Let me leave that on
the right hand side.
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So we have ax plus by
plus cz is equal to--
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and what I want
to do is I'm going
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to subtract each of
these from both sides.
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Another way is, I'm going
to move them all over.
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Let me do it-- let me
not do too many things.
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I'm going to move them
over to the left hand side.
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So I'm going to add
positive axp to both sides.
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That's equivalent of
subtracting negative axp.
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So this is going
to be positive axp.
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And then we're going to have
positive byp plus-- I'll
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do that same green-- plus byp,
and then finally plus czp.
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Plus czp is going
to be equal to that.
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Now, the whole reason why
did this-- and I've done this
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in previous videos, where we're
trying to find the formula,
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or trying to find the
equation of a plane,
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is now we say, hey, if
you have a normal vector,
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and if you're given a point
on the plane-- where it's
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in this case is
xp yp zp-- we now
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have a very quick way of
figuring out the equation.
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But I want to go the other way.
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I want you to be
able to, if I were
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to give you a equation for
plane, where I were to say, ax
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plus by plus cz, is equal to d.
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So this is the general
equation for a plane.
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If I were to give
you this, I want
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to be able to figure out the
normal vector very quickly.
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So how could you do that?
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Well, this ax plus by
plus cz is completely
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analogous to this part
right up over here.
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Let me rewrite all this over
here, so it becomes clear.
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This part is ax
plus by plus cz is
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equal to all of this stuff
on the left hand side.
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So let me copy and paste it.
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So I just essentially
flipped this expression.
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But now you see this, all of
this, this a has to be this a.
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This b has to be this b.
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This c has to be this thing.
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And then the d is all of this.
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And this is just
going to be a number.
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This is just going to
be a number, assuming
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you knew what the
normal vector is,
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what your a's, b's
and c's are, and you
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know a particular value.
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So this is what d is.
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So this is how you could get
the equation for a plane.
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Now if I were to give
you equation or plane,
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what is the normal vector?
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Well, we just saw it.
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The normal vector, this a
corresponds to that a, this b
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corresponds to that b, that
c corresponds to that c.
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The normal vector to
this plane we started off
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with, it has the
component a, b, and c.
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So if you're given
equation for plane here,
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the normal vector to this
plane right over here,
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is going to be ai
plus bj plus ck.
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So it's a very easy thing to do.
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If I were to give you
the equation of a plane--
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let me give you a
particular example.
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If I were to tell you that
I have some plane in three
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dimensions-- let's say it's
negative 3, although it'll
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work for more dimensions.
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Let's say I have negative 3
x plus the square root of 2
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y-- let me put it this
way-- minus, or let's say,
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plus 7 z is equal to pi.
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So you have this crazy--
I mean it's not crazy.
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It's just a plane
in three dimensions.
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And I say what is a normal
vector to this plane?
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You literally can just pick
out these coefficients,
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and you say, a normal
vector to this plane
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is negative 3i plus
the square root of 2
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plus 2 square root
of 2 j plus 7 k.
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And you could ignore
the d part there.
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And the reason why
you can ignore that
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is that will just
shift the plane,
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but it won't fundamentally
change how the plane is tilted.
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So a this normal vector, will
also be normal if this was e,
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or if this was 100, it would be
normal to all of those planes,
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because all those
planes are just shifted,
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but they all have
the same inclination.
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So they would all kind of
point the same direction.
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And so the normal vectors would
point in the same direction.
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So hopefully you found
that vaguely useful.
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We'll now build on this
to find the distance
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between any point in three
dimensions, and some plane.
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The shortest distance that
we can get to that plane.