PYQ Vault

NDA Mathematics · Formula sheet

3D Geometry formulas

20 formulas, 2 reference tables and 15 common traps for NDA Mathematics 3D Geometry, grouped by subtopic.

Full notes with worked examples

Foundations: Coordinates, Distance & Section in Space

Learn this subtopic in the notes

Distance between two points

AB=(x2−x1)2+(y2−y1)2+(z2−z1)2AB = \sqrt{(x_2-x_1)^2 + (y_2-y_1)^2 + (z_2-z_1)^2}
  • (x1,y1,z1)(x_1,y_1,z_1)coordinates of AA
  • (x2,y2,z2)(x_2,y_2,z_2)coordinates of BB

Section formula — dividing a segment in a ratio

Internal division in ratio m : n

(mx2+nx1m+n, my2+ny1m+n, mz2+nz1m+n)\left( \frac{m x_2 + n x_1}{m+n},\ \frac{m y_2 + n y_1}{m+n},\ \frac{m z_2 + n z_1}{m+n} \right)
  • m:nm:nratio in which the point divides ABAB
  • A,BA, Bthe two endpoints

Midpoint and centroid

Centroid of triangle ABC

G=(x1+x2+x33, y1+y2+y33, z1+z2+z33)G = \left( \frac{x_1+x_2+x_3}{3},\ \frac{y_1+y_2+y_3}{3},\ \frac{z_1+z_2+z_3}{3} \right)

The 3D coordinate frame — axes, planes, and octants

LocationConditionExample point
On the x-axisy=0, z=0y = 0,\ z = 0(5,0,0)(5, 0, 0)
On the XY-planez=0z = 0(3,−2,0)(3, -2, 0)
On the YZ-planex=0x = 0(0,4,1)(0, 4, 1)
In the first octantx,y,z>0x, y, z > 0(2,3,4)(2, 3, 4)
The three coordinate planes (not the three axes) are what divide space — that gives 8 octants, not 6.
Zero coordinates tell you where a point sits: one zero → on a plane, two zeros → on an axis.

Common traps

Don't forget the square root — or any one of the three squared terms

The distance is (Δx)2+(Δy)2+(Δz)2\sqrt{(\Delta x)^2 + (\Delta y)^2 + (\Delta z)^2}, not the bare sum (Δx)2+(Δy)2+(Δz)2(\Delta x)^2 + (\Delta y)^2 + (\Delta z)^2 (that's AB2AB^2). In 3D it is easy to carry only two of the three coordinate differences — Pythagoras runs over ALL THREE axes here, so the zz-term must be included. Leaving out the \sqrt{} gives the squared distance; dropping a term gives a too-small answer.

The ratio m : n weights the FAR endpoint by m — don't swap the weights

For PP dividing ABAB in ratio m:nm:n, the coordinate is mx2+nx1m+n\dfrac{m x_2 + n x_1}{m+n} — the larger weight mm multiplies x2x_2 (the point PP is NEARER to BB). Writing mx1+nx2m+n\dfrac{m x_1 + n x_2}{m+n} silently divides in ratio n:mn:m and lands you on the wrong point. Also: m:nm:n is the midpoint ONLY when m=nm=n — never average the endpoints for a 2:12:1 or 1:31:3 split.

Collinear vs coplanar vs concyclic

NDA likes asking whether four points are collinear, coplanar, or form a specific shape. Three points are ALWAYS coplanar; the real test is collinearity (proportional direction ratios). For four points, check coplanarity via the scalar triple product of three edge vectors = 0.

Direction Cosines & Direction Ratios

Learn this subtopic in the notes

Direction ratios, direction cosines, and the unit identity

Direction cosines square-sum to 1

l2+m2+n2=1,l=cos⁡α, m=cos⁡β, n=cos⁡γl^2 + m^2 + n^2 = 1, \quad l = \cos\alpha,\ m = \cos\beta,\ n = \cos\gamma
  • l,m,nl,m,ndirection cosines
  • α,β,γ\alpha,\beta,\gammaangles with the x, y, z axes

Angle between two lines

Angle between two lines (direction ratios)

cos⁡θ=∣a1a2+b1b2+c1c2∣a12+b12+c12 a22+b22+c22\cos\theta = \frac{|a_1 a_2 + b_1 b_2 + c_1 c_2|}{\sqrt{a_1^2+b_1^2+c_1^2}\,\sqrt{a_2^2+b_2^2+c_2^2}}

Perpendicular and parallel conditions

Perpendicularity condition

a1a2+b1b2+c1c2=0a_1 a_2 + b_1 b_2 + c_1 c_2 = 0

Projection of a segment on an axis or line

Projection of AB on a line of direction cosines ⟨l, m, n⟩

proj=(x2−x1) l+(y2−y1) m+(z2−z1) n\text{proj} = (x_2-x_1)\,l + (y_2-y_1)\,m + (z_2-z_1)\,n

Direction-angle identities

Core identities

∑cos⁡2 ⁣θ=1,∑sin⁡2 ⁣θ=2,∑cos⁡2θ=−1\sum \cos^2\!\theta = 1, \quad \sum \sin^2\!\theta = 2, \quad \sum \cos 2\theta = -1

Direction cosines of the axes and special lines

LineDirection cosinesNote
x-axis⟨1,0,0⟩\langle 1, 0, 0 \ranglemakes 0° with x, 90° with y and z
y-axis⟨0,1,0⟩\langle 0, 1, 0 \rangleDCs ⟨0,1,0⟩\langle 0,1,0\rangle; DRs e.g. ⟨0,4,0⟩\langle 0,4,0\rangle
z-axis⟨0,0,1⟩\langle 0, 0, 1 \rangleperpendicular to the whole XY-plane
⊥ to z-axisn=0n = 0, e.g. ⟨5,6,0⟩\langle 5, 6, 0\ranglelies in / parallel to the XY-plane
A line perpendicular to the z-axis just needs its z-component zero — the x, y parts are free.
Parallel to an axis → that axis's DCs. Perpendicular to an axis → a zero in that slot.

Common traps

Direction RATIOS are not unique; direction COSINES (almost) are

⟨2,−1,2⟩\langle 2,-1,2\rangle and ⟨4,−2,4⟩\langle 4,-2,4\rangle are the same direction. Only after normalising do you get direction cosines — and even then a line has TWO sets (±\pm) for its two orientations. Sum of squares of ratios is NOT 1; only the cosines satisfy that.

You must NORMALISE direction ratios into cosines — and the identity is = 1, not = 0

Direction ratios ⟨a,b,c⟩\langle a,b,c\rangle are NOT direction cosines until you divide each by the magnitude a2+b2+c2\sqrt{a^2+b^2+c^2}. Treating raw ratios like ⟨2,−1,2⟩\langle 2,-1,2\rangle as cosines is wrong — their square-sum is 99, not 11. And the defining identity is l2+m2+n2=1l^2 + m^2 + n^2 = 1 (a UNIT vector), never =0= 0; =0= 0 would force all three to vanish.

Mind the coefficient and the sign before reading denominators

2(y+3)2(y+3) is NOT denominator 2 — it's y+31/2\frac{y+3}{1/2}, so the ratio component is 12\tfrac12. And 1−z1 - z flips the sign: z−1−1\frac{z-1}{-1}. Read symmetric form only after each variable has coefficient +1+1.

For two LINES use their DIRECTIONS, not normals; divide by BOTH magnitudes

The angle between two lines comes from the dot product of their DIRECTION ratios cos⁡θ=∣a1a2+b1b2+c1c2∣a12+b12+c12 a22+b22+c22\cos\theta = \dfrac{|a_1a_2+b_1b_2+c_1c_2|}{\sqrt{a_1^2+b_1^2+c_1^2}\,\sqrt{a_2^2+b_2^2+c_2^2}}. Two common slips: (1) forgetting to divide by the product of the magnitudes (the bare dot product is only cos⁡θ\cos\theta when both are unit vectors / true direction cosines), and (2) borrowing a plane's normal — that's for plane angles. Lines: directions. Planes: normals.

A line cannot make equal acute angles with all three axes unless it's the diagonal

If α=β=γ\alpha=\beta=\gamma, then 3cos⁡2α=13\cos^2\alpha = 1, so cos⁡α=13\cos\alpha = \tfrac{1}{\sqrt3} (≈54.7°\approx 54.7°), NOT 45°45° or 60°60°. Options offering 45°/60° for the equal-angle case are distractors.

The Straight Line in Space

Learn this subtopic in the notes

Equation of a line — symmetric and two-point forms

Symmetric form of a line

x−x0a=y−y0b=z−z0c=t\frac{x - x_0}{a} = \frac{y - y_0}{b} = \frac{z - z_0}{c} = t

Line parallel to, or lying in, a plane

Parallel/contained condition (direction ⟂ normal)

Aa+Bb+Cc=0A a + B b + C c = 0

Common traps

Parallel vs lying-in needs the second check

Direction ⟂ normal (dot = 0) only means the line doesn't tilt toward the plane — it could be strictly parallel (misses) OR contained (lies in). You MUST then test a point: on the plane → contained; off → parallel.

direction · normal = 0 means the line is PARALLEL to the plane, not perpendicular

A line is PERPENDICULAR to a plane when its direction is PARALLEL to the normal — the direction ratios are proportional to ⟨A,B,C⟩\langle A,B,C\rangle. When the direction-normal dot product is 00, the line is perpendicular to the NORMAL, hence PARALLEL to (or lying in) the plane. Don't read "dot = 0" as "line ⟂ plane" — it's the exact opposite.

The Plane

Learn this subtopic in the notes

Equation of a plane and its normal

Point-normal form

a(x−x0)+b(y−y0)+c(z−z0)=0a(x - x_0) + b(y - y_0) + c(z - z_0) = 0
  • ⟨a,b,c⟩\langle a,b,c\ranglenormal direction ratios
  • (x0,y0,z0)(x_0,y_0,z_0)a point on the plane

Intercept form and special planes

Intercept form

xa+yb+zc=1\frac{x}{a} + \frac{y}{b} + \frac{z}{c} = 1

Plane through three points

Determinant form through three points

∣x−x1y−y1z−z1x2−x1y2−y1z2−z1x3−x1y3−y1z3−z1∣=0\begin{vmatrix} x-x_1 & y-y_1 & z-z_1 \\ x_2-x_1 & y_2-y_1 & z_2-z_1 \\ x_3-x_1 & y_3-y_1 & z_3-z_1 \end{vmatrix} = 0

Distance from a point and the foot of the perpendicular

Distance from a point to a plane

distance=∣ax1+by1+cz1+d∣a2+b2+c2\text{distance} = \frac{|a x_1 + b y_1 + c z_1 + d|}{\sqrt{a^2 + b^2 + c^2}}

Angle between two planes

Angle between planes (via normals)

cos⁡θ=∣a1a2+b1b2+c1c2∣a12+b12+c12 a22+b22+c22\cos\theta = \frac{|a_1 a_2 + b_1 b_2 + c_1 c_2|}{\sqrt{a_1^2+b_1^2+c_1^2}\,\sqrt{a_2^2+b_2^2+c_2^2}}

Plane through the line of intersection of two planes

Pencil of planes

P1+λP2=0P_1 + \lambda P_2 = 0

Common traps

Scale parallel planes to a common normal BEFORE subtracting constants

4x−2y+4z+9=04x-2y+4z+9=0 and 8x−4y+8z+21=08x-4y+8z+21=0 look like they differ by 12 in the constant — but the normals differ by a factor of 2. Halve the second plane first; only then is ∣d1−d2∣/∣n∣|d_1-d_2|/|n| valid.

Always divide by a2+b2+c2\sqrt{a^2+b^2+c^2} — the numerator alone is NOT the distance

The distance is ∣ax1+by1+cz1+d∣a2+b2+c2\dfrac{|ax_1+by_1+cz_1+d|}{\sqrt{a^2+b^2+c^2}}. Plugging the point into ∣ax1+by1+cz1+d∣|ax_1+by_1+cz_1+d| and stopping there forgets the normalisation by the normal's length — it only equals the distance when a2+b2+c2=1\sqrt{a^2+b^2+c^2}=1. For (1,2,2)(1,2,2) and 2x+y+2z+5=02x+y+2z+5=0: numerator =13=13, but the distance is 13/313/3, not 1313.

The Sphere

Learn this subtopic in the notes

General equation, centre, and radius

Centre and radius of a sphere

centre=(−u,−v,−w),r=u2+v2+w2−d\text{centre} = (-u, -v, -w), \quad r = \sqrt{u^2 + v^2 + w^2 - d}

Diameter form of a sphere

Diameter form

(x−x1)(x−x2)+(y−y1)(y−y2)+(z−z1)(z−z2)=0(x-x_1)(x-x_2) + (y-y_1)(y-y_2) + (z-z_1)(z-z_2) = 0

Sphere and a plane — tangency and sections

Tangency condition

p=r(perpendicular distance from centre = radius)p = r \quad\text{(perpendicular distance from centre = radius)}

Sphere and the coordinate axes

Distance from a point to the z-axis

dist to z-axis=xc2+yc2\text{dist to } z\text{-axis} = \sqrt{x_c^2 + y_c^2}

Common traps

The centre is (−u,−v,−w)(-u, -v, -w) — NEGATE the half-coefficients

From x2+y2+z2+2ux+2vy+2wz+d=0x^2+y^2+z^2+2ux+2vy+2wz+d=0, the centre is (−u,−v,−w)(-u,-v,-w), NOT (u,v,w)(u,v,w). So a +2x+2x term (2u=2, u=12u=2,\ u=1) puts the centre at x=−1x=-1, and a −4x-4x term (u=−2u=-2) puts it at x=+2x=+2. The sign FLIPS. First read u,v,wu,v,w as HALF the linear coefficients, then negate to get the centre.

Radius is u2+v2+w2−d\sqrt{u^2+v^2+w^2-d} — mind the −d-d sign and don't drop the \sqrt{}

The radius is u2+v2+w2−d\sqrt{u^2+v^2+w^2-d}. The constant is SUBTRACTED, so a negative dd (e.g. the −2-2 in …−2=0\ldots-2=0) ADDS to the radical: −(−2)=+2-(-2)=+2. Treating the radius as u2+v2+w2−du^2+v^2+w^2-d (forgetting the \sqrt{}) gives r2r^2, not rr; and ensure x2,y2,z2x^2,y^2,z^2 each have coefficient 1 before reading u,v,w,du,v,w,d.

Touching a PLANE vs touching an AXIS

Tangent to a plane → use the point-to-plane distance for pp. Tangent to the z-axis → use the distance from the centre to the z-axis, xc2+yc2\sqrt{x_c^2 + y_c^2}. Don't mix the two distance formulas.

More NDA Mathematics formula sheets