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authorLaG1924 <12997935+LaG1924@users.noreply.github.com>2018-08-21 17:40:38 +0200
committerLaG1924 <12997935+LaG1924@users.noreply.github.com>2018-08-21 17:40:38 +0200
commit2877f4eda3d1b0c7431039e3142ecf1a282a34b1 (patch)
tree58ad35e27ab2a3b8955f5adbf28f296670681ffc /external/include/glm/gtx/closest_point.inl
parentSmooth sun movement (diff)
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-rw-r--r--external/include/glm/gtx/closest_point.inl38
1 files changed, 19 insertions, 19 deletions
diff --git a/external/include/glm/gtx/closest_point.inl b/external/include/glm/gtx/closest_point.inl
index ccda9ab..26d1e38 100644
--- a/external/include/glm/gtx/closest_point.inl
+++ b/external/include/glm/gtx/closest_point.inl
@@ -3,44 +3,44 @@
namespace glm
{
- template <typename T, precision P>
- GLM_FUNC_QUALIFIER tvec3<T, P> closestPointOnLine
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<3, T, Q> closestPointOnLine
(
- tvec3<T, P> const & point,
- tvec3<T, P> const & a,
- tvec3<T, P> const & b
+ vec<3, T, Q> const& point,
+ vec<3, T, Q> const& a,
+ vec<3, T, Q> const& b
)
{
T LineLength = distance(a, b);
- tvec3<T, P> Vector = point - a;
- tvec3<T, P> LineDirection = (b - a) / LineLength;
+ vec<3, T, Q> Vector = point - a;
+ vec<3, T, Q> LineDirection = (b - a) / LineLength;
- // Project Vector3 to LineDirection to get the distance of point from a
+ // 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 <typename T, precision P>
- GLM_FUNC_QUALIFIER tvec2<T, P> closestPointOnLine
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<2, T, Q> closestPointOnLine
(
- tvec2<T, P> const & point,
- tvec2<T, P> const & a,
- tvec2<T, P> const & b
+ vec<2, T, Q> const& point,
+ vec<2, T, Q> const& a,
+ vec<2, T, Q> const& b
)
{
T LineLength = distance(a, b);
- tvec2<T, P> Vector = point - a;
- tvec2<T, P> LineDirection = (b - a) / LineLength;
+ vec<2, T, Q> Vector = point - a;
+ vec<2, T, Q> LineDirection = (b - a) / LineLength;
- // Project Vector3 to LineDirection to get the distance of point from a
- T Distance = dot(Vector3, LineDirection);
+ // 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