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Update glm
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@@ -1,19 +1,18 @@
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/// @ref gtx_closest_point
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/// @file glm/gtx/closest_point.inl
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namespace glm
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{
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER tvec3<T, P> closestPointOnLine
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> closestPointOnLine
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(
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tvec3<T, P> const & point,
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tvec3<T, P> const & a,
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tvec3<T, P> const & b
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vec<3, T, Q> const& point,
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vec<3, T, Q> const& a,
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vec<3, T, Q> const& b
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)
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{
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T LineLength = distance(a, b);
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tvec3<T, P> Vector = point - a;
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tvec3<T, P> LineDirection = (b - a) / LineLength;
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vec<3, T, Q> Vector = point - a;
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vec<3, T, Q> 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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@@ -22,18 +21,18 @@ namespace glm
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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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template <typename T, precision P>
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GLM_FUNC_QUALIFIER tvec2<T, P> closestPointOnLine
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<2, T, Q> closestPointOnLine
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(
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tvec2<T, P> const & point,
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tvec2<T, P> const & a,
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tvec2<T, P> const & b
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vec<2, T, Q> const& point,
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vec<2, T, Q> const& a,
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vec<2, T, Q> const& b
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)
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{
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T LineLength = distance(a, b);
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tvec2<T, P> Vector = point - a;
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tvec2<T, P> LineDirection = (b - a) / LineLength;
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vec<2, T, Q> Vector = point - a;
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vec<2, T, Q> 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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@@ -42,5 +41,5 @@ namespace glm
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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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