//3d
        //Same math as in 2d case
        public static MyVector3 GetClosestPointOnLine(Edge3 e, MyVector3 p, bool withinSegment)
        {
            MyVector3 a = e.p1;
            MyVector3 b = e.p2;

            //Assume the line goes from a to b
            MyVector3 ab = b - a;
            //Vector from start of the line to the point outside of line
            MyVector3 ap = p - a;

            //The normalized "distance" from a to the closest point, so [0,1] if we are within the line segment
            float distance = MyVector3.Dot(ap, ab) / MyVector3.SqrMagnitude(ab);


            ///This point may not be on the line segment, if so return one of the end points
            float epsilon = MathUtility.EPSILON;

            if (withinSegment && distance < 0f - epsilon)
            {
                return(a);
            }
            else if (withinSegment && distance > 1f + epsilon)
            {
                return(b);
            }
            else
            {
                //This works because a_b is not normalized and distance is [0,1] if distance is within ab
                return(a + ab * distance);
            }
        }