/////////////////////////////////////////////////////////////////////////////////////////////////// // 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