text: #include "Face.h"
  #include<assert.h>
  
  // Class triface function definition
  // Calculate normal vector to a triangle and its field 
  /**
   * This does that. But it also does that too.
   * @param fooo dfdjfh d
   * @param vla fjhdjfdj
   * @return true if succes
   * @author
   * @version
   * @since
   * @note ffd
   * @see
   */	 
  //##ModelId=45F4D7980066
  void Face::CalNormalNField(void)
  {
  	// the normal can be calculated by vector cross multiply
  
  /*	cout<<"fp1->r->x=="<<fp1->r->x<<"==fp1->r->y=="<<fp1->r->y<<"==fp1->r->z=="<<fp1->r->z<<endl;
  	cout<<"fp2->r->x=="<<fp2->r->x<<"==fp2->r->y=="<<fp2->r->y<<"==fp2->r->z=="<<fp2->r->z<<endl;
  	cout<<"fp3->r->x=="<<fp3->r->x<<"==fp3->r->y=="<<fp3->r->y<<"==fp3->r->z=="<<fp3->r->z<<endl;
  */
  
  
  	Vector N = (*fp1->r - *fp2->r) ^ (*fp1->r - *fp3->r);
  //	Vector N = (*fs1->sp1->r - *fs2->sp1->r) ^ (*fs1->sp1->r - *fs3->sp1->r);
  
  
  //	cout<<"N.x=="<<N.x<<"==N.y=="<<N.y<<"==N.z=="<<N.z<<endl;
  	//field = N.getLength();  	// triangle field, normal vector scalar 
  	//assert(false);
  
  	N.Normalize();              					 // normalize the vector
  
  //	cout<<"after normalize==="<<"N.x=="<<N.x<<"==N.y=="<<N.y<<"==N.z=="<<N.z<<endl;
  	*normal = N;                					 // as the triangle face normal vector
  }
  