tri2_closest_edge_info tri2::get_closest_position_on_edge(const vec2& p, int edge_index) const { const auto ray = make_edge_ray(edge_index); tri2_closest_edge_info cei; cei._edge_t = ray.get_closest_t_constrained(p); cei._position_on_edge = ray.get_position_on_ray(cei._edge_t); cei._distance_squared = get_distance_squared(p, cei._position_on_edge); cei._edge_index = edge_index; return cei; }
static inline float get_distance (ColorSample s, int x, int y) { // TODO(rggjan): Remove sqrt to get faster code? return sqrt(get_distance_squared(s, x, y)); }