--- /dev/null
+///////////////////////////////////////////////////////////////////////////
+//
+// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
+// Digital Ltd. LLC
+//
+// All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following disclaimer
+// in the documentation and/or other materials provided with the
+// distribution.
+// * Neither the name of Industrial Light & Magic nor the names of
+// its contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+//
+///////////////////////////////////////////////////////////////////////////
+
+
+
+#ifndef INCLUDED_IMATHLINE_H
+#define INCLUDED_IMATHLINE_H
+
+//-------------------------------------
+//
+// A 3D line class template
+//
+//-------------------------------------
+
+#include "ImathVec.h"
+#include "ImathLimits.h"
+#include "ImathMatrix.h"
+
+namespace Imath {
+
+
+template <class T>
+class Line3
+{
+ public:
+
+ Vec3<T> pos;
+ Vec3<T> dir;
+
+ //-------------------------------------------------------------
+ // Constructors - default is normalized units along direction
+ //-------------------------------------------------------------
+
+ Line3() {}
+ Line3(const Vec3<T>& point1, const Vec3<T>& point2);
+
+ //------------------
+ // State Query/Set
+ //------------------
+
+ void set(const Vec3<T>& point1,
+ const Vec3<T>& point2);
+
+ //-------
+ // F(t)
+ //-------
+
+ Vec3<T> operator() (T parameter) const;
+
+ //---------
+ // Query
+ //---------
+
+ T distanceTo(const Vec3<T>& point) const;
+ T distanceTo(const Line3<T>& line) const;
+ Vec3<T> closestPointTo(const Vec3<T>& point) const;
+ Vec3<T> closestPointTo(const Line3<T>& line) const;
+};
+
+
+//--------------------
+// Convenient typedefs
+//--------------------
+
+typedef Line3<float> Line3f;
+typedef Line3<double> Line3d;
+
+
+//---------------
+// Implementation
+//---------------
+
+template <class T>
+inline Line3<T>::Line3(const Vec3<T> &p0, const Vec3<T> &p1)
+{
+ set(p0,p1);
+}
+
+template <class T>
+inline void Line3<T>::set(const Vec3<T> &p0, const Vec3<T> &p1)
+{
+ pos = p0; dir = p1-p0;
+ dir.normalize();
+}
+
+template <class T>
+inline Vec3<T> Line3<T>::operator()(T parameter) const
+{
+ return pos + dir * parameter;
+}
+
+template <class T>
+inline T Line3<T>::distanceTo(const Vec3<T>& point) const
+{
+ return (closestPointTo(point)-point).length();
+}
+
+template <class T>
+inline Vec3<T> Line3<T>::closestPointTo(const Vec3<T>& point) const
+{
+ return ((point - pos) ^ dir) * dir + pos;
+}
+
+template <class T>
+inline T Line3<T>::distanceTo(const Line3<T>& line) const
+{
+ T d = (dir % line.dir) ^ (line.pos - pos);
+ return (d >= 0)? d: -d;
+}
+
+template <class T>
+inline Vec3<T>
+Line3<T>::closestPointTo(const Line3<T>& line) const
+{
+ // Assumes the lines are normalized
+
+ Vec3<T> posLpos = pos - line.pos ;
+ T c = dir ^ posLpos;
+ T a = line.dir ^ dir;
+ T f = line.dir ^ posLpos ;
+ T num = c - a * f;
+
+ T denom = a*a - 1;
+
+ T absDenom = ((denom >= 0)? denom: -denom);
+
+ if (absDenom < 1)
+ {
+ T absNum = ((num >= 0)? num: -num);
+
+ if (absNum >= absDenom * limits<T>::max())
+ return pos;
+ }
+
+ return pos + dir * (num / denom);
+}
+
+template<class T>
+std::ostream& operator<< (std::ostream &o, const Line3<T> &line)
+{
+ return o << "(" << line.pos << ", " << line.dir << ")";
+}
+
+template<class S, class T>
+inline Line3<S> operator * (const Line3<S> &line, const Matrix44<T> &M)
+{
+ return Line3<S>( line.pos * M, (line.pos + line.dir) * M );
+}
+
+
+} // namespace Imath
+
+#endif