Point A
Point B
Result
This page has no server side at all. The table you paste is parsed by JavaScript inside your own browser, the chart is drawn on a canvas element on your machine, and the export file is assembled locally. Nothing is uploaded, stored or written to any log. You can disconnect from the network after the page has loaded and everything will still work — which is the simplest way to verify the claim yourself.
Facts and limits of this method
| Formula | d = √((x2−x1)² + (y2−y1)² + (z2−z1)²) |
|---|---|
| Example | A(0,0,0), B(2,3,6) → distance = √(4+9+36) = √49 = 7 |
| Units | The result is in the same units as the entered coordinates |
When it misleads you
- The formula computes Euclidean (straight-line) distance in three-dimensional space — it isn't suitable for distances on curved surfaces (such as geographic coordinates accounting for elevation, which need specialized geodetic formulas).
- Coordinates and the result are dimensionless from the calculation's point of view — the calculator doesn't convert units; interpreting the coordinates (meters, millimeters, arbitrary 3D scene units, etc.) is left to you.
- If both points coincide on all three coordinates, the distance is correctly computed as 0.
- Rounding is applied only to the displayed result — internal calculations use the full precision of JavaScript floating-point numbers.
How it is calculated
The difference in coordinates along each of the three axes is computed: x2 − x1, y2 − y1, z2 − z1.
Each difference is squared, and all three squares are added together — this is the three-dimensional extension of the Pythagorean theorem.
The square root of the sum of squares is taken, giving the straight-line (Euclidean) distance between the points in space.
The result is rounded to the chosen number of decimal places and updates instantly whenever any coordinate changes.
Questions and answers
Where is 3D distance calculation used?
In computer graphics and games (distance between scene objects), 3D modeling and CAD, and physics and engineering calculations where an object's position is given by three coordinates.
How does the formula differ from the 2D calculation?
A third term is added under the square root — the squared difference of the z coordinates; when z1 = z2 = 0, the formula reduces to the ordinary flat-plane distance calculation.
Can I use negative coordinates?
Yes, the formula works the same in any octant of space — only the difference between the points' coordinates matters, not their sign.
Is my data sent anywhere?
No, the whole calculation runs in your browser.