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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
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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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* and **b** using @ref Vector2::cross() "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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return std::abs(Vector2<T>::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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return Math::pow<2>(Vector2<T>::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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* and **b** using @ref Vector3::cross() "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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return Vector3<T>::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 */
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return std::abs(Vector2<T>::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 */
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return Math::pow<2>(Vector2<T>::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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return Vector3<T>::cross(pointMinusA, pointMinusB).dot()/bDistanceA;
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}
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}}}
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#endif
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