I used to sleep a lot in math class... For this question https://groups.google.com/forum/m/#!topic/comp.lang.tcl/iOedyEIUC4E%|%Calculating Distance from a Point to a Plane %|%I can answer... Maybe there’s a faster way to calculate... ====== namespace eval Vector3D { namespace export * proc sub_v3v3 {v0 v1} { lassign $v0 v0x v0y v0z lassign $v1 v1x v1y v1z return [list [expr {$v0x - $v1x}] \ [expr {$v0y - $v1y}] \ [expr {$v0z - $v1z}]] } proc dot_v3v3 {v0 v1} { lassign $v0 v0x v0y v0z lassign $v1 v1x v1y v1z return [expr {($v0x * $v1x) + ($v0y * $v1y) + ($v0z * $v1z)}] } proc cross_v3v3 {v0 v1} { lassign $v0 vx0 vy0 vz0 lassign $v1 vx1 vy1 vz1 return [list [expr {($vy0 * $vz1) - ($vy1 * $vz0)}] \ [expr {($vz0 * $vx1) - ($vx0 * $vz1)}] \ [expr {($vx0 * $vy1) - ($vy0 * $vx1)}]] } proc norm {v} { lassign $v vx vy vz return [expr {sqrt($vx**2 + $vy**2 + $vz**2)}] } proc unit {v} { set n [norm $v] if {$n == 0} { error "Must be greatest than 0..." } lassign $v x y z return [list [expr {$x / double($n)}] \ [expr {$y / double($n)}] \ [expr {$z / double($n)}]] } } ====== * Utilisation : ====== namespace import Vector3D::* set plan {{-10 -10 10} {10 -10 10} {0 10 10}} ; # 3 points on plan (3d) set point {0 0 12} ; # point (3d) lassign $plan v0 v1 v2 set u [sub_v3v3 $v1 $v0] set v [sub_v3v3 $v2 $v0] set normal [unit [cross_v3v3 $u $v]] ; # normal to plane set sub [sub_v3v3 $point $v0] set dist [dot_v3v3 $normal $sub] puts "Distance 3D = $dist" # Distance 3D = 2.0 ====== Here is my pure Tcl implementation of the task to compute the distance of a point to a plane in 3D. The procedures are optimized for maximum performance. I did not compare to above implementation. ====== ## Get the distance of a point p to a plane given by origin point a and normal vector u. proc DistPoint2Plane {p a u {abskey 1}} { # Normalize vector u to the length of one set u [VectorNormalize $u] # Get vector from a to p set ap [VectorsDifference $p $a] # Return the distance as scalar product of u and ap if {$abskey} { return [expr {abs([VectorsDotProduct $u $ap])}] } else { return [expr {[VectorsDotProduct $u $ap]}] } } ## Normalize vector a to length 1 proc VectorNormalize {a} { set norm [VectorNorm $a] if {$norm!=0} { return [list [expr {[lindex $a 0]/double($norm)}] [expr {[lindex $a 1]/double($norm)}] [expr {[lindex $a 2]/double($norm)}]] } else { return $a } } ## Compute the length of vector a proc VectorNorm {a} { lassign $a a1 a2 a3 return [expr {sqrt(pow($a1,2)+pow($a2,2)+pow($a3,2))}] } ## compute the difference of vector a and b (a-b) proc VectorsDifference {a b} { if {[lindex $a 3]=="" || [lindex $b 3]==""} { return [list [expr {[lindex $a 0]-[lindex $b 0]}] [expr {[lindex $a 1]-[lindex $b 1]}] [expr {[lindex $a 2]-[lindex $b 2]}]] } else { return [list [expr {[lindex $a 0]-[lindex $b 0]}] [expr {[lindex $a 1]-[lindex $b 1]}] [expr {[lindex $a 2]-[lindex $b 2]}] [expr {[lindex $a 3]-[lindex $b 3]}] [expr {[lindex $a 4]-[lindex $b 4]}] [expr {[lindex $a 5]-[lindex $b 5]}]] } } ## Compute the dot product of vectors a and b proc VectorsDotProduct {a b} { lassign $a a1 a2 a3 lassign $b b1 b2 b3 return [expr {$a1*$b1+$a2*$b2+$a3*$b3}] } ====== Usage: ====== DistPoint2Plane {0 0 10} {0 0 0} {0 0 1} ======