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What in the world is a "Surface Normal"?

I've been looking at the FindPartOnRay function for a Ray Cast and when going over it I noticed that is mentioned that it returned something called a Surface Normal. I've looked around and I've seen it referenced in other questions on other sites but I haven't found an actual explanation of what it is and what can be done with it.

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In this picture, the magenta arrows are what represent the surface normals of the blue surfaces: http://mathforum.org/mathimages/imgUpload/thumb/Surfacenormalart.png/400px-Surfacenormalart.png

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Fancy word for look-direction of a particular part face, like lookVector. Since raycast always hits a particular face there is a particular normal.

Non-rotated part's top surface normal is (0,1,0). Of course it can actually be anything, given any rotation.

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Thanks for the help

The normal of a surface is explained here! Simple use would be to determine reflected projectiles.

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