return (l1 < l2 ? p1 : p2);
}
+
+Vector Geometry::GetNormalOfPointAndLine(Point p, Line * l)
+{
+ Vector normal = Vector::Normal(l->p[0], l->p[1]);
+ normal.Unit();
+ double dir = Vector::Dot(p - l->p[0], normal);
+
+ if (dir < 0)
+ normal = -normal;
+
+ return normal;
+}