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#ifndef Magnum_Math_Geometry_Distance_h
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#define Magnum_Math_Geometry_Distance_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::Math::Geometry::Distance
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*/
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#include "Magnum/Math/Functions.h"
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#include "Magnum/Math/Vector3.h"
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namespace Magnum { namespace Math { namespace Geometry {
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/** @brief Functions for computing distances */
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class Distance {
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public:
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Distance() = delete;
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/**
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* @brief Distance of line and point in 2D
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* @param a First point of the line
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* @param b Second point of the line
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* @param point Point
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*
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* The distance *d* is computed from point **p** and line defined by **a**
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Math: made dot(), angle(), *lerp() and cross() free functions.
It is often annoying to write e.g. this, especially in generic code:
T dot = Math::Vector<size, T>::dot(a, b);
When this is more than enough and the compiler can infer the rest from
the context:
T dot = Math::dot(a, b);
There are more downsides and confusing cases (you can call
Math::Vector<3, T>::dot(), Math::Vector3<T>::dot() and Color3::dot() and
it is still the same function), so I made these as free functions in
Math namespace. You can now also abuse ADL for the calls, but I would
advise against that for better readability:
T d = dot(a, b); // dot?! what on earth is dot? and what is a?
The only downside found when porting is that you need to specify the
type somehow when having both parameters as initializer lists:
T d = dot({2.0f, -1.5f}, {1.0f, 2.5f}); // error
T d = dot(Complex{2.0f, -1.5f}, {1.0f, 2.5f}); // okay
But that's probably reasonable (and it's also highly corner case,
the functions were used this way only in tests).
The original static member functions are of course still present, but
marked as deprecated and will be removed at some point in future.
11 years ago
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* and **b** using @ref cross(const Vector2<T>&, const Vector2<T>&) "perp-dot product": @f[
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* d = \frac{|(\boldsymbol b - \boldsymbol a)_\bot \cdot (\boldsymbol a - \boldsymbol p)|} {|\boldsymbol b - \boldsymbol a|}
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* @f]
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* Source: http://mathworld.wolfram.com/Point-LineDistance2-Dimensional.html
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* @see @ref linePointSquared(const Vector2<T>&, const Vector2<T>&, const Vector2<T>&)
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*/
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template<class T> static T linePoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
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const Vector2<T> bMinusA = b - a;
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Math: made dot(), angle(), *lerp() and cross() free functions.
It is often annoying to write e.g. this, especially in generic code:
T dot = Math::Vector<size, T>::dot(a, b);
When this is more than enough and the compiler can infer the rest from
the context:
T dot = Math::dot(a, b);
There are more downsides and confusing cases (you can call
Math::Vector<3, T>::dot(), Math::Vector3<T>::dot() and Color3::dot() and
it is still the same function), so I made these as free functions in
Math namespace. You can now also abuse ADL for the calls, but I would
advise against that for better readability:
T d = dot(a, b); // dot?! what on earth is dot? and what is a?
The only downside found when porting is that you need to specify the
type somehow when having both parameters as initializer lists:
T d = dot({2.0f, -1.5f}, {1.0f, 2.5f}); // error
T d = dot(Complex{2.0f, -1.5f}, {1.0f, 2.5f}); // okay
But that's probably reasonable (and it's also highly corner case,
the functions were used this way only in tests).
The original static member functions are of course still present, but
marked as deprecated and will be removed at some point in future.
11 years ago
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return std::abs(cross(bMinusA, a - point))/bMinusA.length();
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}
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/**
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* @brief Distance of line and point in 2D, squared
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* @param a First point of the line
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* @param b Second point of the line
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* @param point Point
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*
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* More efficient than
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* @ref linePoint(const Vector2<T>&, const Vector2<T>&, const Vector2<T>&)
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* for comparing distance with other values, because it doesn't
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* compute the square root.
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*/
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template<class T> static T linePointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
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const Vector2<T> bMinusA = b - a;
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Math: made dot(), angle(), *lerp() and cross() free functions.
It is often annoying to write e.g. this, especially in generic code:
T dot = Math::Vector<size, T>::dot(a, b);
When this is more than enough and the compiler can infer the rest from
the context:
T dot = Math::dot(a, b);
There are more downsides and confusing cases (you can call
Math::Vector<3, T>::dot(), Math::Vector3<T>::dot() and Color3::dot() and
it is still the same function), so I made these as free functions in
Math namespace. You can now also abuse ADL for the calls, but I would
advise against that for better readability:
T d = dot(a, b); // dot?! what on earth is dot? and what is a?
The only downside found when porting is that you need to specify the
type somehow when having both parameters as initializer lists:
T d = dot({2.0f, -1.5f}, {1.0f, 2.5f}); // error
T d = dot(Complex{2.0f, -1.5f}, {1.0f, 2.5f}); // okay
But that's probably reasonable (and it's also highly corner case,
the functions were used this way only in tests).
The original static member functions are of course still present, but
marked as deprecated and will be removed at some point in future.
11 years ago
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return Math::pow<2>(cross(bMinusA, a - point))/bMinusA.dot();
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}
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/**
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* @brief Distance of line and point in 3D
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* @param a First point of the line
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* @param b Second point of the line
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* @param point Point
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*
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* The distance *d* is computed from point **p** and line defined by **a**
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Math: made dot(), angle(), *lerp() and cross() free functions.
It is often annoying to write e.g. this, especially in generic code:
T dot = Math::Vector<size, T>::dot(a, b);
When this is more than enough and the compiler can infer the rest from
the context:
T dot = Math::dot(a, b);
There are more downsides and confusing cases (you can call
Math::Vector<3, T>::dot(), Math::Vector3<T>::dot() and Color3::dot() and
it is still the same function), so I made these as free functions in
Math namespace. You can now also abuse ADL for the calls, but I would
advise against that for better readability:
T d = dot(a, b); // dot?! what on earth is dot? and what is a?
The only downside found when porting is that you need to specify the
type somehow when having both parameters as initializer lists:
T d = dot({2.0f, -1.5f}, {1.0f, 2.5f}); // error
T d = dot(Complex{2.0f, -1.5f}, {1.0f, 2.5f}); // okay
But that's probably reasonable (and it's also highly corner case,
the functions were used this way only in tests).
The original static member functions are of course still present, but
marked as deprecated and will be removed at some point in future.
11 years ago
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* and **b** using @ref cross(const Vector3<T>&, const Vector3<T>&) "cross product": @f[
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* d = \frac{|(\boldsymbol p - \boldsymbol a) \times (\boldsymbol p - \boldsymbol b)|}
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* {|\boldsymbol b - \boldsymbol a|}
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* @f]
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* Source: http://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
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* @see @ref linePointSquared(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&)
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*/
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template<class T> static T linePoint(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) {
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return std::sqrt(linePointSquared(a, b, point));
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}
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/**
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* @brief Distance of line and point in 3D, squared
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*
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* More efficient than @ref linePoint(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&)
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* for comparing distance with other values, because it doesn't
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* compute the square root.
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*/
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template<class T> static T linePointSquared(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) {
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Math: made dot(), angle(), *lerp() and cross() free functions.
It is often annoying to write e.g. this, especially in generic code:
T dot = Math::Vector<size, T>::dot(a, b);
When this is more than enough and the compiler can infer the rest from
the context:
T dot = Math::dot(a, b);
There are more downsides and confusing cases (you can call
Math::Vector<3, T>::dot(), Math::Vector3<T>::dot() and Color3::dot() and
it is still the same function), so I made these as free functions in
Math namespace. You can now also abuse ADL for the calls, but I would
advise against that for better readability:
T d = dot(a, b); // dot?! what on earth is dot? and what is a?
The only downside found when porting is that you need to specify the
type somehow when having both parameters as initializer lists:
T d = dot({2.0f, -1.5f}, {1.0f, 2.5f}); // error
T d = dot(Complex{2.0f, -1.5f}, {1.0f, 2.5f}); // okay
But that's probably reasonable (and it's also highly corner case,
the functions were used this way only in tests).
The original static member functions are of course still present, but
marked as deprecated and will be removed at some point in future.
11 years ago
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return cross(point - a, point - b).dot()/(b - a).dot();
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}
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/**
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* @brief Dístance of point from line segment in 2D
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* @param a Starting point of the line
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* @param b Ending point of the line
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* @param point Point
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*
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* Returns distance of point from line segment or from its
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* starting/ending point, depending on where the point lies.
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*
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* Determining whether the point lies next to line segment or outside
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* is done using Pythagorean theorem. If the following equation
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* applies, the point **p** lies outside line segment closer to **a**: @f[
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* |\boldsymbol p - \boldsymbol b|^2 > |\boldsymbol b - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol a|^2
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* @f]
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* On the other hand, if the following equation applies, the point
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* lies outside line segment closer to **b**: @f[
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* |\boldsymbol p - \boldsymbol a|^2 > |\boldsymbol b - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol b|^2
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* @f]
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* The last alternative is when the following equation applies. The
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* point then lies between **a** and **b** and the distance is
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* computed the same way as in @ref linePoint(). @f[
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* |\boldsymbol b - \boldsymbol a|^2 > |\boldsymbol p - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol b|^2
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* @f]
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*
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* @see @ref lineSegmentPointSquared()
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*/
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template<class T> static T lineSegmentPoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point);
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/**
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* @brief Distance of point from line segment in 2D, squared
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*
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* More efficient than @ref lineSegmentPoint() for comparing distance
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* with other values, because it doesn't compute the square root.
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*/
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template<class T> static T lineSegmentPointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point);
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/**
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* @brief Dístance of point from line segment in 3D
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* @param a Starting point of the line
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* @param b Ending point of the line
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* @param point Point
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*
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* Similar to 2D implementation
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* @ref lineSegmentPoint(const Vector2<T>&, const Vector2<T>&, const Vector2<T>&).
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*
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* @see @ref lineSegmentPointSquared(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&)
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*/
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template<class T> static T lineSegmentPoint(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) {
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return std::sqrt(lineSegmentPointSquared(a, b, point));
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}
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/**
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* @brief Distance of point from line segment in 3D, squared
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*
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* More efficient than
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* @ref lineSegmentPoint(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&)
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* for comparing distance with other values, because it doesn't compute
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* the square root.
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*/
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template<class T> static T lineSegmentPointSquared(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point);
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};
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template<class T> T Distance::lineSegmentPoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
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const Vector2<T> pointMinusA = point - a;
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const Vector2<T> pointMinusB = point - b;
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const Vector2<T> bMinusA = b - a;
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const T pointDistanceA = pointMinusA.dot();
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const T pointDistanceB = pointMinusB.dot();
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const T bDistanceA = bMinusA.dot();
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/* Point is before A */
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if(pointDistanceB > bDistanceA + pointDistanceA)
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return std::sqrt(pointDistanceA);
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/* Point is after B */
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if(pointDistanceA > bDistanceA + pointDistanceB)
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return std::sqrt(pointDistanceB);
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/* Between A and B */
|
Math: made dot(), angle(), *lerp() and cross() free functions.
It is often annoying to write e.g. this, especially in generic code:
T dot = Math::Vector<size, T>::dot(a, b);
When this is more than enough and the compiler can infer the rest from
the context:
T dot = Math::dot(a, b);
There are more downsides and confusing cases (you can call
Math::Vector<3, T>::dot(), Math::Vector3<T>::dot() and Color3::dot() and
it is still the same function), so I made these as free functions in
Math namespace. You can now also abuse ADL for the calls, but I would
advise against that for better readability:
T d = dot(a, b); // dot?! what on earth is dot? and what is a?
The only downside found when porting is that you need to specify the
type somehow when having both parameters as initializer lists:
T d = dot({2.0f, -1.5f}, {1.0f, 2.5f}); // error
T d = dot(Complex{2.0f, -1.5f}, {1.0f, 2.5f}); // okay
But that's probably reasonable (and it's also highly corner case,
the functions were used this way only in tests).
The original static member functions are of course still present, but
marked as deprecated and will be removed at some point in future.
11 years ago
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return std::abs(cross(bMinusA, -pointMinusA))/std::sqrt(bDistanceA);
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}
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template<class T> T Distance::lineSegmentPointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
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const Vector2<T> pointMinusA = point - a;
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const Vector2<T> pointMinusB = point - b;
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const Vector2<T> bMinusA = b - a;
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const T pointDistanceA = pointMinusA.dot();
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const T pointDistanceB = pointMinusB.dot();
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const T bDistanceA = bMinusA.dot();
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/* Point is before A */
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if(pointDistanceB > bDistanceA + pointDistanceA)
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return pointDistanceA;
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/* Point is after B */
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if(pointDistanceA > bDistanceA + pointDistanceB)
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return pointDistanceB;
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/* Between A and B */
|
Math: made dot(), angle(), *lerp() and cross() free functions.
It is often annoying to write e.g. this, especially in generic code:
T dot = Math::Vector<size, T>::dot(a, b);
When this is more than enough and the compiler can infer the rest from
the context:
T dot = Math::dot(a, b);
There are more downsides and confusing cases (you can call
Math::Vector<3, T>::dot(), Math::Vector3<T>::dot() and Color3::dot() and
it is still the same function), so I made these as free functions in
Math namespace. You can now also abuse ADL for the calls, but I would
advise against that for better readability:
T d = dot(a, b); // dot?! what on earth is dot? and what is a?
The only downside found when porting is that you need to specify the
type somehow when having both parameters as initializer lists:
T d = dot({2.0f, -1.5f}, {1.0f, 2.5f}); // error
T d = dot(Complex{2.0f, -1.5f}, {1.0f, 2.5f}); // okay
But that's probably reasonable (and it's also highly corner case,
the functions were used this way only in tests).
The original static member functions are of course still present, but
marked as deprecated and will be removed at some point in future.
11 years ago
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return Math::pow<2>(cross(bMinusA, -pointMinusA))/bDistanceA;
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}
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template<class T> T Distance::lineSegmentPointSquared(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) {
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const Vector3<T> pointMinusA = point - a;
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const Vector3<T> pointMinusB = point - b;
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const T pointDistanceA = pointMinusA.dot();
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const T pointDistanceB = pointMinusB.dot();
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const T bDistanceA = (b - a).dot();
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/* Point is before A */
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if(pointDistanceB > bDistanceA + pointDistanceA)
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return pointDistanceA;
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/* Point is after B */
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if(pointDistanceA > bDistanceA + pointDistanceB)
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return pointDistanceB;
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/* Between A and B */
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Math: made dot(), angle(), *lerp() and cross() free functions.
It is often annoying to write e.g. this, especially in generic code:
T dot = Math::Vector<size, T>::dot(a, b);
When this is more than enough and the compiler can infer the rest from
the context:
T dot = Math::dot(a, b);
There are more downsides and confusing cases (you can call
Math::Vector<3, T>::dot(), Math::Vector3<T>::dot() and Color3::dot() and
it is still the same function), so I made these as free functions in
Math namespace. You can now also abuse ADL for the calls, but I would
advise against that for better readability:
T d = dot(a, b); // dot?! what on earth is dot? and what is a?
The only downside found when porting is that you need to specify the
type somehow when having both parameters as initializer lists:
T d = dot({2.0f, -1.5f}, {1.0f, 2.5f}); // error
T d = dot(Complex{2.0f, -1.5f}, {1.0f, 2.5f}); // okay
But that's probably reasonable (and it's also highly corner case,
the functions were used this way only in tests).
The original static member functions are of course still present, but
marked as deprecated and will be removed at some point in future.
11 years ago
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return cross(pointMinusA, pointMinusB).dot()/bDistanceA;
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}
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}}}
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#endif
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