Say i have a set of models, some of them have the normals at their points ok, and some of them have them inverted. and I know which ones have them ok and which ones inverted. So when I detect that Im dealing with one of the ones that have them inverted, I could just invert the normal numerically. If I get the normal doing this:

const normal=pickInfo.getNormal();

what would be the command to properly invert that normal vector to point in the opposite direction? thank you

Hi @javismiles

You have to update the mesh geometry. Basically, get the normals vertices data, update the the array and update the vertices data.

Note: the mesh must be updatable to do so.

Some documentation here:

@Cedric thank you Cedric, but isn’t there really a way to do this without having to change the normal vertices data? example, to calculate the steepness at a point I use:

const steepness=Math.acos(normal._y);

and when the normal is inverted, I simply do:

const steepness=Math.acos(-normal._y);

and this works indeed, by using -normal._y I get the correct value of the steepness when the normal is inverted

that’s why I was looking for the generic way to do this for all purposes, maybe it is enough with putting a minus to the 3 coordinates of the normal, that is what I’m trying to confirm, because in the case of the steepness at a point it is working for me to just put a minus to const steepness=Math.acos(normal._y);

Yes, inverting the direction of a vector is simply taking the negate of each 3 coordinates.

In your case you only need to negate y because your are doing a dot product of your normal with (0,1,0), which is `0*normal.x + 1*normal.y + 0*normal.z = normal.y`

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You should normally take the negate of all the components, but negating x and z is superfluous as they are multiplied by 0.