# 3d Triangle Maths

**URL:** <https://forum.kirupa.com/t/3d-triangle-maths/322135>\
**Category:** flash\
**Created:** [May 11, 2011, 2:44pm UTC](https://forum.kirupa.com/t/3d-triangle-maths/322135 "2011-05-11T14:44:58Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![fikontrollet](https://avatars.discourse-cdn.com/v4/letter/f/35a633/32.png) [@fikontrollet](https://forum.kirupa.com/u/fikontrollet)\
**Post date:** [May 11, 2011, 2:44pm UTC](https://forum.kirupa.com/t/3d-triangle-maths/322135/1 "2011-05-11T14:44:58Z")

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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._
