/// <summary>Calculate a face normal without normalize, including the w component which is the offset from the origin. </summary> public static Vector4 CalculateFaceNormalWithoutNormalize(Vector3 v1, Vector3 v2, Vector3 v3) { Vector3 vector = Math.CalculateBasicFaceNormalWithoutNormalize(v1, v2, v3); return(new Vector4(vector.x, vector.y, vector.z, -vector.DotProduct(v1))); }