/// <summary> /// Returns a distance to the closest point on the segment /// </summary> public static float PointSegment(Vector2 point, Vector2 segmentA, Vector2 segmentB) { return(Vector2.Distance(point, Closest.PointSegment(point, segmentA, segmentB))); }
/// <summary> /// Returns a distance to the closest point on the ray /// </summary> /// <param name="rayDirection">Normalized direction of the ray</param> public static float PointRay(Vector2 point, Vector2 rayOrigin, Vector2 rayDirection) { return(Vector2.Distance(point, Closest.PointRay(point, rayOrigin, rayDirection))); }
/// <summary> /// Returns a distance to the closest point on the ray /// </summary> public static float PointRay(Vector2 point, Ray2D ray) { return(Vector2.Distance(point, Closest.PointRay(point, ray))); }
/// <summary> /// Returns a distance to the closest point on the line /// </summary> public static float PointLine(Vector2 point, Vector2 lineOrigin, Vector2 lineDirection) { return(Vector2.Distance(point, Closest.PointLine(point, lineOrigin, lineDirection))); }
/// <summary> /// Returns a distance to the closest point on the line /// </summary> public static float PointLine(Vector2 point, Line2 line) { return(Vector2.Distance(point, Closest.PointLine(point, line))); }
/// <summary> /// Returns a distance to the closest point on the segment /// </summary> public static float PointSegment(Vector3 point, Segment3 segment) { return(Vector3.Distance(point, Closest.PointSegment(point, segment))); }