Hoi’ guys
In my quest to build a terrain with proper collision detection, I’ve reached another stalemate.
What I need is to be able to find the normal(x,y,z) for a 3d Triangle.
I’ve looked quite thoroughly for as3 solutions, but there doesn’t seem to be any.
So before I start to build everything from scratch, cross products and all that jazz. I want to check if someone’s done this before or can give me their 2 cents of how to do this the best way.
Given 3 verticles with (x,y,z): v1, v2, v3
How do I find the Normal(x,y,z)
I’m using away broomstick, and as far as i can tell there’s no support for normal calculation. You would think that .subGeometry.vertexNormalData returns the proper normal, but it doesn’t.