diff options
Diffstat (limited to 'external/include/glm/gtx/closest_point.inl')
-rw-r--r-- | external/include/glm/gtx/closest_point.inl | 38 |
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 |