Calculate the surface bitangent for the three supplied vertices and UV coordinates and store the result in <code>dest</code>.
Calculate the normal of a surface defined by points <code>v1</code>, <code>v2</code> and <code>v3</code> and store it in <code>dest</code>.
Calculate the normal of a surface defined by points <code>(v1X, v1Y, v1Z)</code>, <code>(v2X, v2Y, v2Z)</code> and <code>(v3X, v3Y, v3Z)</code> and store it in <code>dest</code>.
Compute two arbitrary vectors perpendicular to the given normalized vector <code>(x, y, z)</code>, and store them in <code>dest1</code> and <code>dest2</code>, respectively. <p> The computed vectors will themselves be perpendicular to each another and normalized. So the tree vectors <code>(x, y, z)</code>, <code>dest1</code> and <code>dest2</code> form an orthonormal basis.
Compute two arbitrary vectors perpendicular to the given normalized vector <code>v</code>, and store them in <code>dest1</code> and <code>dest2</code>, respectively. <p> The computed vectors will themselves be perpendicular to each another and normalized. So the tree vectors <code>v</code>, <code>dest1</code> and <code>dest2</code> form an orthonormal basis.
Calculate the surface tangent for the three supplied vertices and UV coordinates and store the result in <code>dest</code>.
Calculate the surface tangent and bitangent for the three supplied vertices and UV coordinates and store the result in <code>dest</code>.
Useful geometry methods.
@author Kai Burjack @author Richard Greenlees