Merge pull request #238 from SiliconKiwi/patch-1
Closest point algorithm can be easily extended to support 2d points #238
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commit
38399875f4
@ -57,6 +57,13 @@ namespace glm
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detail::tvec3<T, P> const & a,
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detail::tvec3<T, P> const & a,
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detail::tvec3<T, P> const & b);
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detail::tvec3<T, P> const & b);
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/// 2d lines work as well
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template <typename T, precision P>
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GLM_FUNC_DECL detail::tvec2<T, P> closestPointOnLine(
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detail::tvec2<T, P> const & point,
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detail::tvec2<T, P> const & a,
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detail::tvec2<T, P> const & b);
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/// @}
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/// @}
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}// namespace glm
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}// namespace glm
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@ -28,4 +28,25 @@ namespace glm
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if(Distance >= LineLength) return b;
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if(Distance >= LineLength) return b;
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return a + LineDirection * Distance;
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return a + LineDirection * Distance;
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}
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER detail::tvec2<T, P> closestPointOnLine
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(
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detail::tvec2<T, P> const & point,
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detail::tvec2<T, P> const & a,
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detail::tvec2<T, P> const & b
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)
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{
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T LineLength = distance(a, b);
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detail::tvec2<T, P> Vector = point - a;
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detail::tvec2<T, P> LineDirection = (b - a) / LineLength;
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// Project Vector to LineDirection to get the distance of point from a
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T Distance = dot(Vector, LineDirection);
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if(Distance <= T(0)) return a;
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if(Distance >= LineLength) return b;
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return a + LineDirection * Distance;
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}
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}//namespace glm
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}//namespace glm
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