Updated Math

Distance Between Two Points Calculator

Find the distance between two coordinates in 2D or 3D. Get step-by-step work, midpoint, slope, and clean results with adjustable precision.

2D + 3D Distance Midpoint Slope Steps + History

Coordinate Distance Calculator

Enter two points. Choose 2D or 3D. The calculator shows deltas, squares, and the final distance formula result.

Step-by-step

Enter points and press Calculate to see the distance formula steps.
Tip: Distance is unitless until you choose a coordinate unit (meters, feet, miles, etc.). The output uses the same unit system as your inputs.
Concept Formula What it means When to use
2D distance d = √((x₂−x₁)² + (y₂−y₁)²) Straight-line distance on a plane Graphs, geometry, maps, coordinate grids
3D distance d = √((x₂−x₁)² + (y₂−y₁)² + (z₂−z₁)²) Straight-line distance in space 3D modeling, physics, vectors, engineering
Midpoint ((x₁+x₂)/2, (y₁+y₂)/2[, (z₁+z₂)/2]) Point halfway between endpoints Segment bisection, geometry proofs, centering
Slope (2D) m = (y₂−y₁)/(x₂−x₁) Steepness of a line Line equations, rate of change, linear modeling

Quick Steps

  1. Choose 2D or 3D mode depending on whether you have z-values.
  2. Enter Point 1 (x₁, y₁[, z₁]) and Point 2 (x₂, y₂[, z₂]).
  3. Compute the differences: Δx, Δy (and Δz).
  4. Square each difference, add them, then take the square root.
  5. Use midpoint and slope to understand the segment’s position and direction.
What if your coordinates include units like meters or miles? Keep your units consistent across x, y (and z). The distance output uses the same unit system.
Your calculation history will appear here after you calculate distances.

What Does “Distance Between Two Points” Mean?

The distance between two points is the straight-line separation from one coordinate to another. In geometry, this is the length of the line segment connecting the points. On a graph, it’s how far you travel if you move directly from Point 1 to Point 2 without detours. In real life, the same idea appears in maps, navigation, measurements, and physics: you can model positions as coordinates, then compute how far apart they are.

This distance calculator supports both 2D coordinates (x, y) and 3D coordinates (x, y, z). Along with the distance, it also computes helpful companion values such as the midpoint (the point exactly halfway) and the slope (how steep the line is in 2D). These extra outputs make it easier to interpret your result rather than seeing a single number only.

The 2D Distance Formula Explained

In a flat coordinate plane, the distance formula comes from the Pythagorean theorem. If you draw a right triangle using the horizontal and vertical differences between two points, the distance is the hypotenuse. For points (x₁, y₁) and (x₂, y₂), the formula is: d = √((x₂−x₁)² + (y₂−y₁)²).

The key idea is that you measure how much x changes (Δx) and how much y changes (Δy). Squaring removes sign issues (negative differences become positive lengths). Adding the squares combines the two perpendicular directions, and taking the square root returns the distance in the original unit scale.

How 3D Distance Works (x, y, z)

In 3D, you add one more direction: depth/height represented by z. The logic stays the same: measure the difference in each direction, square them, sum them, and take a square root. For points (x₁, y₁, z₁) and (x₂, y₂, z₂), the formula is: d = √((x₂−x₁)² + (y₂−y₁)² + (z₂−z₁)²).

This is widely used in vectors, physics, robotics, CAD, 3D graphics, and engineering. If you treat each point as a position in space, the distance formula gives the length of the displacement vector between them.

Step-by-Step: Turning Coordinates Into Distance

The most reliable way to compute distance is to follow a consistent sequence:

  1. Compute Δx = x₂ − x₁
  2. Compute Δy = y₂ − y₁
  3. If using 3D, compute Δz = z₂ − z₁
  4. Square each difference
  5. Add the squares
  6. Take the square root

This calculator shows every step so you can verify your work and catch common mistakes like swapping x and y values, or mixing up which point is “1” and which point is “2.” Because the differences are squared, the order of subtraction doesn’t change the final distance (though it does change the sign of Δx and Δy shown).

Midpoint: The Halfway Point on the Segment

The midpoint is the point exactly halfway between your two endpoints. It’s computed by averaging coordinates: in 2D, ((x₁+x₂)/2, (y₁+y₂)/2); in 3D, add ((z₁+z₂)/2).

Midpoints appear in geometry proofs, segment bisection, finding centers, and many coordinate geometry problems. They’re also practical in mapping and engineering when you want a “middle location” or an average position.

Slope: How Steep Is the Line?

In 2D, slope measures rate of change: how much y changes for each unit of x change. It’s calculated as m = (y₂−y₁)/(x₂−x₁). If x₂ equals x₁, the line is vertical and the slope is undefined, because you can’t divide by zero.

Slope is useful when you want a line equation, a rate of change, or direction information. This calculator includes slope for 2D to complement distance, so you can understand both “how far” and “in what direction” between points.

Units: What Unit Is the Answer In?

The distance formula does not create units; it preserves them. That means the answer uses the same unit scale as your coordinates. If your x and y represent meters, your distance is in meters. If your coordinates represent miles, your distance is in miles. The optional units field on this tool simply appends a label to help you present the result clearly.

What if your coordinates are in different units? Convert them first. Mixing meters and feet (or kilometers and miles) will produce a distance that has no consistent meaning.

Common Mistakes and How to Avoid Them

Distance problems are simple, but a few recurring mistakes can derail results:

  • Swapping x and y: Keep coordinate order consistent: (x, y) not (y, x).
  • Sign errors: Use x₂ − x₁ and y₂ − y₁. The calculator shows Δx and Δy so you can confirm.
  • Forgetting the square root: The squared sum is not the final distance until you take √.
  • Mixing units: Convert everything to the same unit system first.
  • Vertical slope confusion: If x₂ = x₁, slope is undefined (not “0”).

The step-by-step panel helps you spot these errors quickly by exposing the intermediate values rather than hiding them.

Real-World Uses: Where This Calculator Helps

Distance between points is one of those “basic” ideas that shows up everywhere. You might use this calculator to:

  • Check graphing homework or coordinate geometry exercises
  • Compute displacement in physics problems
  • Measure spacing in design layouts, CAD drawings, or floor plans
  • Calculate vector lengths in math and engineering
  • Compare positions in 3D modeling and game development

Even when you later move to more advanced tools (like dot products or vector projections), distance is often the first check you run to validate that coordinates and scale make sense.

Limitations and Safe Use Notes

This tool computes straight-line (Euclidean) distance. It does not account for obstacles, roads, terrain, or curvature of the Earth. If you need geographic distance between latitude/longitude points, you’ll want a haversine or geodesic calculator designed for maps. For normal coordinate grids, coursework, and engineering coordinate systems, Euclidean distance is the correct and standard approach.

Results are computed using standard floating-point arithmetic and then formatted to your chosen precision. If you need exact radicals (like √5 in simplified surd form), treat the numeric output as an approximation.

FAQ

Distance Between Two Points – Frequently Asked Questions

Answers about the distance formula in 2D and 3D, midpoint, slope, units, and common coordinate mistakes.

In 2D, the distance between (x1, y1) and (x2, y2) is d = √((x2−x1)² + (y2−y1)²). In 3D, it becomes d = √((x2−x1)² + (y2−y1)² + (z2−z1)²).

Add the z-coordinate difference: compute Δx, Δy, and Δz, square each, sum them, then take the square root: d = √(Δx² + Δy² + Δz²).

The midpoint is the average of coordinates. In 2D: ((x1+x2)/2, (y1+y2)/2). In 3D: ((x1+x2)/2, (y1+y2)/2, (z1+z2)/2).

Yes. It shows Δx, Δy (and Δz), squares, the sum, and the final square root so you can follow the formula clearly.

Slope is m = (y2−y1)/(x2−x1). It is undefined when x2 = x1 because you would divide by zero (a vertical line).

Yes. The calculator supports negative and decimal coordinates in both 2D and 3D.

The distance is in the same units as your coordinate system. If x and y are meters, the result is meters; if they are miles, the result is miles.

If (x1, y1, z1) equals (x2, y2, z2), the distance is 0 because there is no separation between the points.

Yes. The History tab stores recent calculations and can export them to a CSV file.

It uses standard floating-point math and formats the output to your chosen precision. For most coursework and practical uses, it is accurate and reliable.

Results are for education and planning. Use consistent units, and remember this is straight-line (Euclidean) distance, not travel distance on roads or terrain.