Hi,
Well that was botched. Amazing what you think about
at 2:00am. Sorry.
Replace polyhedron with polygon. A polygon is a
2-D object, a polyhedron is a 3-D object made up of
a number of polygonal faces. Think of a cube made up
of squares. In 3-D graphics, the polyhedron is usually
called a mesh and is made up of triangles.
A normal is a fancy (?) term for a perpendicular vector.
For a plane that is simple to envision. As Dave said, for
a polygon, you can take the cross product of two edges
to produce a perpendicular vector, and normalize to get
the normal.
About the spinning: If you got a pizza pan and stuck
an arrow in it, you could rotate the fixed object around
the arrow. If you painted the left side of the arrow green
and the right side red, you would see the arrow rotate
with the pan.
But paint does not work with a one dimensional vector.
So when rotating (spinning) a plane about its normal, the
normal remains unchanged. Even though you can pass it
through all the math of the transform. So it is normally
(sorry) said to not rotate as it is identical before and after.
Hopefully this is better than yesterday's.
...,
Steve N.