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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2005-12-30
// Updated : 2008-10-05
// Licence : This source is under MIT License
// File : glm/gtx/closest_point.inl
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtx_closest_point
#define glm_gtx_closest_point
namespace glm
{
template <typename T, precision P>
GLM_FUNC_QUALIFIER detail::tvec3<T, P> closestPointOnLine
(
detail::tvec3<T, P> const & point,
detail::tvec3<T, P> const & a,
detail::tvec3<T, P> const & b
)
{
T LineLength = distance(a, b);
detail::tvec3<T, P> Vector = point - a;
detail::tvec3<T, P> 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
#endif//glm_gtx_closest_point