chore: remove all graphics backends (Raylib, OpenTK, Vulkan/Silk.NET) — prepare for pure Vulkan P/Invoke rewrite

This commit is contained in:
emil28092005
2026-06-17 22:12:51 +03:00
parent ff4a3faae9
commit dd105ea4af
40 changed files with 257 additions and 5884 deletions
-26
View File
@@ -1,26 +0,0 @@
using System.Numerics;
namespace Engine.Graphics;
/// <summary>
/// Shared mesh math utilities used by loaders and procedural generators.
/// </summary>
public static class MeshMath
{
/// <summary>
/// Compute a flat face normal from three vertex positions.
/// Falls back to Vector3.UnitY for degenerate (zero-area) triangles.
/// </summary>
public static Vector3 ComputeFaceNormal(Vector3 a, Vector3 b, Vector3 c)
{
var ab = b - a;
var ac = c - a;
// Cross(ac, ab) instead of Cross(ab, ac) to match CW winding in typical OBJ files
var normal = Vector3.Cross(ac, ab);
if (normal.LengthSquared() > 0.00001f)
normal = Vector3.Normalize(normal);
else
normal = Vector3.UnitY;
return normal;
}
}