First: thumbs up for asking "How can I learn?" rather than "Where can I find code for this?" What a pleasant change. 
I feel it lacks in explaining some things, such as the reflection vector, also I didn't understand what the values in this piece of code is supposed to represent (the author only mentions normal, and distance from origin:
Yeah, a lot of books/articles regarding collision detection and resolution make assumptions about the depth of a reader's familiarity** with physics, vectors, analytical geometry and calculus. It's likely that reflection vector is the physics principle of "the angle of reflection equals the angle of incidence," or more simply Vreflect = -Vincidence (V bolded indicating a vector). (EDIT: Sorry, I got too enthusiastic with my simplification.) The piece of code you posted likely indicates the coefficients of the plane equation for the plane in question. I.e., ax + by +cz + d = 0. If you're not familiar with terms used, you can google for the bolded phrases.
** If you don't have a working familiarity with those subjects, you might want to start by brushing up on them. Google is your friend and wikipedia is a good place for short articles.
I'd like something from a less detailed perspective and more focused on explaining the math and algorithms.
If you're interested in a more complete approach to constraints, it may, in my opinion, be difficult to find something better than Chou's article. His description of constraints is brief and exact:
Constraints
The resolution phase of a constraints-based physics engine uses the concept of constraints. A free rigid body in 3D has 6 degrees of freedom: 3 positional and 3 rotational; a rigid body in 2D has 3 degrees of freedom: 2 positional and 1 rotational. A constraint decreases the degrees of freedom of a rigid body. For instance, a constraint that pins an object in space at its center of mass decreases the object’s degrees of freedom by 3: all the positional degrees of freedom are removed and the object can thus now only rotate with 3 degrees of freedom.
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That is, his "constraints" are one approach to modeling simulations, and are an application of math based on physics.
That article, in my opinion, does focus on the math and algorithms. He's very careful to define and explain the terms he uses - for readers that understand calculus or physics. I.e., the process of constraint resolution uses tools ( general principles of math and physics), none of which are unique in themselves with regard to collision detection and resolution.
Depending on how simple or complex you want to model constraints, with regard to 2D vs 3D, 2D is nothing more than 3D with the constraints that there is no linear displacement, velocity or acceleration in the 3rd dimension. IMHO, rotation is more easily applied in 2D by assuming a third axis. I.e., for an object spinning in the X-Y plane, assuming the angular velocity/acceleration is described by a vector along the Z axis simplifies things with regard to vector math. As you mention, you can find lots of resources regarding 3D approaches, and they can be applied directly to your situation.
You don't mention your level of education or experience with physics and math, and I'm in no way trying to insult or belittle you. Consider, however, that any article or book must assume some level of knowledge on the reader's part. Without knowing what you do and don't understand, it's difficult to recommend anything better than Chou. It's obvious you can and have learn(ed) based on your own research. You've likely found that there are few resources (I know of none) detailing 2D constraints of more than "do this with X, do this with Y," and which teach you the basics of the math involved. Continue teaching yourself about the math and physics principles [divorced from the topic of constraints!] needed to build a constraint method such as Chou presents.
And, certainly, specific questions about particular terms and their meaning (just as you posted above), will normally get good responses here on gamedev.