pub fn face_normal(vertices: [[f32; 3]; 3]) -> [f32; 3]
The hit triangle’s unit face normal as Intersect gives it: (b − a) × (c − a) scaled by 1 / sqrtf(y² + x² + z²) (left as it is when that length is zero).
Intersect
(b − a) × (c − a)
1 / sqrtf(y² + x² + z²)