The normal which the above routine calculates IS the direction that the triangle is facing.
You can think of the normal as a vector which sticks out of the face, perpendicular to it.
Once you have calculated a triangles face normal you can move the triangle by the x,y and z of that vector and it will move in the direction it is facing.
As easy as MoveEntity tri,t\tnx,t\tny,t\tnz.
So, for example, if you had a sphere made of tri's which is centred on 0,0,0 coords.
You calculate each triangles face normal, then move each triangle using its own face normal vector.
Each triangle will then move away from the centre 0,0,0 which will make the sphere look like it is exploding.
I suggest you give it a go, your almost there, there's nothing more you need to know to impliment it =)
You can think of the normal as a vector which sticks out of the face, perpendicular to it.
Once you have calculated a triangles face normal you can move the triangle by the x,y and z of that vector and it will move in the direction it is facing.
As easy as MoveEntity tri,t\tnx,t\tny,t\tnz.
So, for example, if you had a sphere made of tri's which is centred on 0,0,0 coords.
You calculate each triangles face normal, then move each triangle using its own face normal vector.
Each triangle will then move away from the centre 0,0,0 which will make the sphere look like it is exploding.
I suggest you give it a go, your almost there, there's nothing more you need to know to impliment it =)