//Optimized version for triangle closest point // Based on Eberly's WildMagick codes // http://www.geometrictools.com/LibMathematics/Distance/Distance.html "use strict"; var diff = new Float64Array(4); var edge0 = new Float64Array(4); var edge1 = new Float64Array(4); function closestPoint2d(V0, V1, V2, point, result) { //Reallocate buffers if necessary if(diff.length < point.length) { diff = new Float64Array(point.length); edge0 = new Float64Array(point.length); edge1 = new Float64Array(point.length); } //Compute edges for(var i=0; i= a00) { s = 1.0; sqrDistance = a00 + 2.0*b0 + c; } else { s = -b0/a00; sqrDistance = b0*s + c; } } else { s = 0; if (b1 >= 0) { t = 0; sqrDistance = c; } else if (-b1 >= a11) { t = 1; sqrDistance = a11 + 2.0*b1 + c; } else { t = -b1/a11; sqrDistance = b1*t + c; } } } else { // region 3 s = 0; if (b1 >= 0) { t = 0; sqrDistance = c; } else if (-b1 >= a11) { t = 1; sqrDistance = a11 + 2.0*b1 + c; } else { t = -b1/a11; sqrDistance = b1*t + c; } } } else if (t < 0) { // region 5 t = 0; if (b0 >= 0) { s = 0; sqrDistance = c; } else if (-b0 >= a00) { s = 1; sqrDistance = a00 + 2.0*b0 + c; } else { s = -b0/a00; sqrDistance = b0*s + c; } } else { // region 0 // minimum at interior point var invDet = 1.0 / det; s *= invDet; t *= invDet; sqrDistance = s*(a00*s + a01*t + 2.0*b0) + t*(a01*s + a11*t + 2.0*b1) + c; } } else { var tmp0, tmp1, numer, denom; if (s < 0) { // region 2 tmp0 = a01 + b0; tmp1 = a11 + b1; if (tmp1 > tmp0) { numer = tmp1 - tmp0; denom = a00 - 2.0*a01 + a11; if (numer >= denom) { s = 1; t = 0; sqrDistance = a00 + 2.0*b0 + c; } else { s = numer/denom; t = 1 - s; sqrDistance = s*(a00*s + a01*t + 2.0*b0) + t*(a01*s + a11*t + 2.0*b1) + c; } } else { s = 0; if (tmp1 <= 0) { t = 1; sqrDistance = a11 + 2.0*b1 + c; } else if (b1 >= 0) { t = 0; sqrDistance = c; } else { t = -b1/a11; sqrDistance = b1*t + c; } } } else if (t < 0) { // region 6 tmp0 = a01 + b1; tmp1 = a00 + b0; if (tmp1 > tmp0) { numer = tmp1 - tmp0; denom = a00 - 2.0*a01 + a11; if (numer >= denom) { t = 1; s = 0; sqrDistance = a11 + 2.0*b1 + c; } else { t = numer/denom; s = 1 - t; sqrDistance = s*(a00*s + a01*t + 2.0*b0) + t*(a01*s + a11*t + 2.0*b1) + c; } } else { t = 0; if (tmp1 <= 0) { s = 1; sqrDistance = a00 + 2.0*b0 + c; } else if (b0 >= 0) { s = 0; sqrDistance = c; } else { s = -b0/a00; sqrDistance = b0*s + c; } } } else { // region 1 numer = a11 + b1 - a01 - b0; if (numer <= 0) { s = 0; t = 1; sqrDistance = a11 + 2.0*b1 + c; } else { denom = a00 - 2.0*a01 + a11; if (numer >= denom) { s = 1; t = 0; sqrDistance = a00 + 2.0*b0 + c; } else { s = numer/denom; t = 1 - s; sqrDistance = s*(a00*s + a01*t + 2.0*b0) + t*(a01*s + a11*t + 2.0*b1) + c; } } } } var u = 1.0 - s - t; for(var i=0; i