/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net) /// Permission is hereby granted, free of charge, to any person obtaining a copy /// of this software and associated documentation files (the "Software"), to deal /// in the Software without restriction, including without limitation the rights /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell /// copies of the Software, and to permit persons to whom the Software is /// furnished to do so, subject to the following conditions: /// /// The above copyright notice and this permission notice shall be included in /// all copies or substantial portions of the Software. /// /// Restrictions: /// By making use of the Software for military purposes, you choose to make /// a Bunny unhappy. /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN /// THE SOFTWARE. /// /// @ref gtx_closest_point /// @file glm/gtx/closest_point.inl /// @date 2005-12-30 / 2011-06-07 /// @author Christophe Riccio /////////////////////////////////////////////////////////////////////////////////////////////////// namespace glm { template GLM_FUNC_QUALIFIER tvec3 closestPointOnLine ( tvec3 const & point, tvec3 const & a, tvec3 const & b ) { T LineLength = distance(a, b); tvec3 Vector = point - a; tvec3 LineDirection = (b - a) / LineLength; // Project Vector to LineDirection to get the distance of point from a T Distance = dot(Vector, LineDirection); if(Distance <= T(0)) return a; if(Distance >= LineLength) return b; return a + LineDirection * Distance; } template GLM_FUNC_QUALIFIER tvec2 closestPointOnLine ( tvec2 const & point, tvec2 const & a, tvec2 const & b ) { T LineLength = distance(a, b); tvec2 Vector = point - a; tvec2 LineDirection = (b - a) / LineLength; // Project Vector to LineDirection to get the distance of point from a T Distance = dot(Vector, LineDirection); if(Distance <= T(0)) return a; if(Distance >= LineLength) return b; return a + LineDirection * Distance; } }//namespace glm