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Normal vector from plane equation

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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.
Title:
Normal vector from plane equation
Description:

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Video Language:
English
Team:
Khan Academy
Duration:
09:58

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