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most of real world cylinders are not unbounded. I figured that out while testing your distance function. :-)
I drafted an implementation for the distance with bounded cylinder. It uses some simple geometrical reasoning with planes. I am not sure it is optimal, but I am sure we can further improve it.
The idea is that we check the distance between the planes of the tops and bottom of the cylinder to decide whether the point is above, below, or on the side of the cylinder. If on the side, we use the same unbounded cylinder distance. If on top or below, we use the distance from the plans itself, otherwise we compute the diagonal using the distance from the side and the distance from the top/bottom of the cylinder. I have no unit test specific for this function, sorry.
Hi again,
most of real world cylinders are not unbounded. I figured that out while testing your distance function. :-)
I drafted an implementation for the distance with bounded cylinder. It uses some simple geometrical reasoning with planes. I am not sure it is optimal, but I am sure we can further improve it.
`def pointToCylinderDistance(pointObj: Point3D_F64,
cylinder: CylinderBounded3D_F64): JDouble = {
}`
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