/// <summary>Get the nearest point between this <see cref="Box4"/> and a <see cref="Vector4"/>. If the <see cref="Vector4"/> is inside this <see cref="Box4"/>, it is returned untouched.</summary> public Vector4 NearestPointTo( Vector4 point ) { Vector4 result; Containment containment = Intersect(ref point); if(containment != Containment.Disjoint) result = point; else point.Clamp(ref Min, ref Max, out result); return result; }
/// <summary>Get the nearest point between this <see cref="Box4"/> and a <see cref="Vector4"/>. If the <see cref="Vector4"/> is inside this <see cref="Box4"/>, it is returned untouched.</summary> public void NearestPointTo( ref Vector4 point , out Vector4 result) { Containment containment = Intersect(ref point); if(containment != Containment.Disjoint) result = point; else point.Clamp(ref Min, ref Max, out result); return; }
public static Vector4 Clamp(Vector4 value, Vector4 min, Vector4 max) => Vector4.Clamp(value, min, max);