Law of Cosines Calculator — Solve Any Triangle
Solve any triangle using the law of cosines. Find unknown sides or angles, compute area, perimeter, circumradius, inradius, and classify the triangle type.
Find the line where two planes intersect in 3D space. Computes direction vector, parametric equations, a point on the line, and the angle between the planes.
| Vector | x | y | z | Magnitude |
|---|---|---|---|---|
| Normal n₁ | 1.0000 | 2.0000 | 3.0000 | 3.7417 |
| Normal n₂ | 2.0000 | 1.0000 | -1.0000 | 2.4495 |
| Direction d | -5.0000 | 7.0000 | -3.0000 | 9.1104 |
| Unit Dir | -0.5488 | 0.7683 | -0.3293 | 1 |
| t | x | y | z |
|---|---|---|---|
| -3 | 14.3333 | -18.6667 | 9.0000 |
| -2 | 9.3333 | -11.6667 | 6.0000 |
| -1 | 4.3333 | -4.6667 | 3.0000 |
| 0 | -0.6667 | 2.3333 | 0.0000 |
| 1 | -5.6667 | 9.3333 | -3.0000 |
| 2 | -10.6667 | 16.3333 | -6.0000 |
| 3 | -15.6667 | 23.3333 | -9.0000 |
The **Line of Intersection of Two Planes Calculator** determines every detail about where two planes meet in three-dimensional space. Given the general-form equations a₁x + b₁y + c₁z = d₁ and a₂x + b₂y + c₂z = d₂, it computes the direction vector of the line of intersection, finds a specific point on that line, and writes out the full parametric and symmetric equations.
Two planes in 3D either intersect along a line, are parallel with no intersection, or are coincident (the same plane). This calculator detects all three cases automatically and displays a clear status indicator. When the planes intersect, the direction of the line is the cross product of the two normal vectors — a fundamental result from linear algebra and analytic geometry that the page computes directly.
Beyond the core result, the calculator shows the dihedral angle between the planes (both the acute angle and its supplement), the magnitudes of both normal vectors, and a sample table of seven points along the intersection line for different parameter values. A direction-vector component chart visualizes positive and negative components with color-coded bars, making it easy to see how the line is oriented in space.
Eight presets cover common scenarios: standard planes, parallel planes, coincident planes, perpendicular planes, and coordinate-aligned examples. The tool is invaluable for multivariable calculus, linear algebra, and 3D geometry courses where plane-intersection problems are routine exercises.
Plane-intersection problems usually involve several separate checks: do the planes intersect at all, what is the direction vector, what point lies on the line, and what angle do the planes make? This calculator keeps those answers together so you can verify the geometry as a whole rather than solving each part in isolation.
That is especially useful in multivariable calculus and linear algebra, where a correct cross product alone is not enough. You still need a valid point on the line and a consistent interpretation of the plane relationship.
Direction: d = n₁ × n₂. Point: solve the 2×3 system by setting one variable to 0. Angle: cos(θ) = |n₁·n₂| / (|n₁||n₂|). Parallel if d = 0; coincident if also d₁/d₂ matches the normal ratio.Result: Computed from the entered values
Using a1=1, b1=1, c1=1, d1=1, the calculator returns Computed from the entered values. This example mirrors the calculator's live computation flow and is useful for checking manual steps and unit handling.
This page is designed for 3D plane problems where you need to know not only whether two planes meet, but how they meet. It reports the intersection status, the direction vector, a point on the line, and the angle between the planes from the same pair of equations.
Start with the status indicator: intersecting, parallel, or coincident. If the planes intersect, then check the direction vector and one point on the line, and finally confirm the angle between the planes using the normals.
Work one example manually by computing the cross product of the normals, then compare it with the calculator's direction vector. After that, test a parallel pair and a coincident pair to see how the status changes while the normal-vector logic stays central.
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Two non-parallel planes in 3D space always intersect along a straight line. The direction of this line is perpendicular to both plane normals, computed as their cross product.
Parallel planes have proportional normal vectors but non-proportional constants, so their cross product is the zero vector. They never intersect.
Coincident planes are identical — every point on one plane satisfies the other. Their equations are scalar multiples of each other, including the constant term.
By the cross product: d = n₁ × n₂ = ⟨b₁c₂−c₁b₂, c₁a₂−a₁c₂, a₁b₂−b₁a₂⟩. This vector is perpendicular to both normals.
Set one variable (e.g., z = 0) and solve the resulting 2×2 system. If that system is singular, try setting x = 0 or y = 0 instead.
The dihedral angle is the angle between two planes, computed as arccos(|n₁·n₂| / (|n₁||n₂|)). It ranges from 0° (parallel) to 90° (perpendicular).
Solve any triangle using the law of cosines. Find unknown sides or angles, compute area, perimeter, circumradius, inradius, and classify the triangle type.
Convert between polar (r, θ) and rectangular (x, y) coordinates. Bidirectional conversion with quadrant visualization, unit circle reference, and batch table.
Calculate Manhattan (taxicab/L1) distance in 2D, 3D, or N dimensions. Compare with Euclidean and Chebyshev distances with component breakdown and grid visualization.