brep_kernel/geometry/
triangle.rs1use crate::Vec3;
2
3pub fn closest_point_on_triangle(p: Vec3, a: Vec3, b: Vec3, c: Vec3) -> Vec3 {
5 let ab = b.sub(a);
6 let ac = c.sub(a);
7 if ab.cross(ac).length_squared() == 0.0 {
8 let mut best = a;
9 let mut best_distance = f64::INFINITY;
10 for (start, end) in [(a, b), (b, c), (c, a)] {
11 let edge = end.sub(start);
12 let length = edge.length_squared();
13 let t = if length > 0.0 { (p.sub(start).dot(edge) / length).clamp(0.0, 1.0) } else { 0.0 };
14 let point = start.add(edge.scale(t));
15 let distance = p.sub(point).length_squared();
16 if distance < best_distance {
17 best = point;
18 best_distance = distance;
19 }
20 }
21 return best;
22 }
23 let ap = p.sub(a);
24 let d1 = ab.dot(ap);
25 let d2 = ac.dot(ap);
26 if d1 <= 0.0 && d2 <= 0.0 {
27 return a;
28 }
29 let bp = p.sub(b);
30 let d3 = ab.dot(bp);
31 let d4 = ac.dot(bp);
32 if d3 >= 0.0 && d4 <= d3 {
33 return b;
34 }
35 let vc = d1 * d4 - d3 * d2;
36 if vc <= 0.0 && d1 >= 0.0 && d3 <= 0.0 {
37 let v = if (d1 - d3).abs() > 0.0 { d1 / (d1 - d3) } else { 0.0 };
38 return a.add(ab.scale(v));
39 }
40 let cp = p.sub(c);
41 let d5 = ab.dot(cp);
42 let d6 = ac.dot(cp);
43 if d6 >= 0.0 && d5 <= d6 {
44 return c;
45 }
46 let vb = d5 * d2 - d1 * d6;
47 if vb <= 0.0 && d2 >= 0.0 && d6 <= 0.0 {
48 let w = if (d2 - d6).abs() > 0.0 { d2 / (d2 - d6) } else { 0.0 };
49 return a.add(ac.scale(w));
50 }
51 let va = d3 * d6 - d5 * d4;
52 if va <= 0.0 && (d4 - d3) >= 0.0 && (d5 - d6) >= 0.0 {
53 let denom = (d4 - d3) + (d5 - d6);
54 let w = if denom > 0.0 { (d4 - d3) / denom } else { 0.0 };
55 return b.add(c.sub(b).scale(w));
56 }
57 let denom = 1.0 / (va + vb + vc);
58 let v = vb * denom;
59 let w = vc * denom;
60 a.add(ab.scale(v)).add(ac.scale(w))
61}
62