code: function(normals, offset,stride) {
  				if(offset === undefined)offset = 0;
  				if(stride === undefined)stride = TriangleMesh.DEFAULT_STRIDE;
  				stride = mathUtils.max(stride, 3);
  				if (normals === undefined) {
  					normals = [];
  				}
  				var i = offset;
  				var l = this.faces.length;
  				for (var j=0;j<l;j++) {
  					var f = this.faces[j];
  					normals[i] = f.a.normal.x;
  					normals[i + 1] = f.a.normal.y;
  					normals[i + 2] = f.a.normal.z;
  					i += stride;
  					normals[i] = f.b.normal.x;
  					normals[i + 1] = f.b.normal.y;
  					normals[i + 2] = f.b.normal.z;
  					i += stride;
  					normals[i] = f.c.normal.x;
  					normals[i + 1] = f.c.normal.y;
  					normals[i + 2] = f.c.normal.z;
  					i += stride;
  				}
  				return normals;
  			}
docs: Creates an array of unravelled vertex normal coordinates for all faces.
  This method can be used to translate the internal mesh data structure
  into a format suitable for OpenGL Vertex Buffer Objects (by choosing
  stride=4). For more detail, please see
  {@link #getMeshAsVertexArray(float[], int, int)}
  
  @see #getMeshAsVertexArray(float[], int, int)
  
  @param normals existing float array or null to automatically create one
  @param offset start index in array to place normals
  @param stride stride/alignment setting for individual coordinates (min value
  = 3)
  @return array of xyz normal coords