Given three 3D points (A,B, & C) how do I calculate the normal vector? The three points define a plane and I want the vector perpendicular to this plane.
Can I get
It depends on the order of the points. If the points are specified in a counter-clockwise order as seen from a direction opposing the normal, then it's simple to calculate:
Dir = (B - A) x (C - A)
Norm = Dir / len(Dir)
where x
is the cross product.
If you're using OpenTK or XNA (have access to the Vector3 class), then it's simply a matter of:
class Triangle {
Vector3 a, b, c;
public Vector3 Normal {
get {
var dir = Vector3.Cross(b - a, c - a);
var norm = Vector3.Normalize(dir);
return norm;
}
}
}