using System.Numerics;
namespace Engine.Graphics;
///
/// Shared mesh math utilities used by loaders and procedural generators.
///
public static class MeshMath
{
///
/// Compute a flat face normal from three vertex positions.
/// Falls back to Vector3.UnitY for degenerate (zero-area) triangles.
///
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;
}
}