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Getting normal of a plane


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Hello everyone!


First post! :)


I have been playing around with bablyon (you can guess, I am not a pro graphics programmer) and the first issue I bumped into is: is there a simple way to get the normal of a surface?


If not, I was thinking on using the following to calculate the normal of a plane.

P---Q|   |R---T

Take (P-T) × (Q-R). Basically have the cross product of the plane's diagonals.


Is it at all a good solution? Is there a better or simpler way to do this?





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  • 5 months later...

So I have exact four corner points of plane mesh.  (Not just any point on plane mesh . But real corner points) . Assume P,Q,R,T


Resulting normal from both of follow code block A  and code block B   is different. Why is it so ? 



var v1v2 = P.subtract(T);var v2v3 = Q.subtract(R);var normal = BABYLON.Vector3.Cross(v1v2, v2v3);


var v1v2 = Q.subtract(P);var v2v3 = T.subtract(R);var normal = BABYLON.Vector3.Cross(v1v2, v2v3);

In case of BLOCK B I get normal = (0,0,0)


Am I being dumb here ?

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