--- /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_IMATHVECALGO_H
+#define INCLUDED_IMATHVECALGO_H
+
+//-------------------------------------------------------------------------
+//
+// This file contains algorithms applied to or in conjunction
+// with points (Imath::Vec2 and Imath::Vec3).
+// The assumption made is that these functions are called much
+// less often than the basic point functions or these functions
+// require more support classes.
+//
+//-------------------------------------------------------------------------
+
+#include "ImathVec.h"
+#include "ImathLimits.h"
+
+namespace Imath {
+
+
+//--------------------------------------------------------------
+// Find the projection of vector t onto vector s (Vec2 and Vec3)
+//--------------------------------------------------------------
+
+template <class Vec> Vec project (const Vec &s, const Vec &t);
+
+
+//----------------------------------------------
+// Find a vector which is perpendicular to s and
+// in the same plane as s and t (Vec2 and Vec3)
+//----------------------------------------------
+
+template <class Vec> Vec orthogonal (const Vec &s, const Vec &t);
+
+
+//-----------------------------------------------
+// Find the direction of a ray s after reflection
+// off a plane with normal t (Vec2 and Vec3)
+//-----------------------------------------------
+
+template <class Vec> Vec reflect (const Vec &s, const Vec &t);
+
+
+//----------------------------------------------------------------------
+// Find the vertex of triangle (v0, v1, v2), which is closest to point p
+// (Vec2 and Vec3).
+//----------------------------------------------------------------------
+
+template <class Vec> Vec closestVertex (const Vec &v0,
+ const Vec &v1,
+ const Vec &v2,
+ const Vec &p);
+
+//---------------
+// Implementation
+//---------------
+
+template <class Vec>
+Vec
+project (const Vec &s, const Vec &t)
+{
+ Vec sNormalized = s.normalized();
+ return sNormalized * (sNormalized ^ t);
+}
+
+template <class Vec>
+Vec
+orthogonal (const Vec &s, const Vec &t)
+{
+ return t - project (s, t);
+}
+
+template <class Vec>
+Vec
+reflect (const Vec &s, const Vec &t)
+{
+ return s - typename Vec::BaseType(2) * (s - project(t, s));
+}
+
+template <class Vec>
+Vec
+closestVertex(const Vec &v0,
+ const Vec &v1,
+ const Vec &v2,
+ const Vec &p)
+{
+ Vec nearest = v0;
+ typename Vec::BaseType neardot = (v0 - p).length2();
+ typename Vec::BaseType tmp = (v1 - p).length2();
+
+ if (tmp < neardot)
+ {
+ neardot = tmp;
+ nearest = v1;
+ }
+
+ tmp = (v2 - p).length2();
+
+ if (tmp < neardot)
+ {
+ neardot = tmp;
+ nearest = v2;
+ }
+
+ return nearest;
+}
+
+
+} // namespace Imath
+
+#endif