namespace Syntriax.Engine.Core; /// /// Represents an infinite ray in 2D space. /// /// The in 2D space where the ray starts from. /// Normalized indicating the ray's is direction. public readonly struct Ray2D(Vector2D Origin, Vector2D Direction) { /// /// The starting point of the . /// public readonly Vector2D Origin = Origin; /// /// The direction in which the points. Should be a normalized vector. /// public readonly Vector2D Direction = Direction; /// /// Gets a with the same origin but with the direction reversed. /// public readonly Ray2D Reversed => new(Origin, -Direction); public static bool operator ==(Ray2D left, Ray2D right) => left.Origin == right.Origin; public static bool operator !=(Ray2D left, Ray2D right) => left.Origin != right.Origin; public static implicit operator Ray2D(Line2D line) => new(line.From, line.From.FromTo(line.To).Normalized); /// /// Constructs a from a , extending from its origin in the 's direction for a given distance. /// /// The source . /// The length of the line segment to create from the . /// A representing the segment of the . public static Line2D GetLine(Ray2D ray, float distance) => new(ray.Origin, ray.Origin + ray.Direction * distance); /// /// Evaluates the point on the at a specified distance from its origin. /// /// The to evaluate. /// The distance from the origin along the 's direction. /// A representing the point at the given distance on the . public static Vector2D Evaluate(Ray2D ray, float distanceFromOrigin) => ray.Origin + ray.Direction * distanceFromOrigin; /// /// Calculates the closest point on the to the specified point. /// public static Vector2D ClosestPointTo(Ray2D ray, Vector2D point) { Vector2D originToPoint = ray.Origin.FromTo(point); float dot = ray.Direction.Dot(originToPoint); return ray.Origin + ray.Direction * dot; } /// /// Checks if two s are approximately equal within a specified epsilon range. /// /// The first . /// The second . /// The epsilon range. /// if the s are approximately equal; otherwise, . public static bool ApproximatelyEquals(Ray2D left, Ray2D right, float epsilon = float.Epsilon) => left.Origin.ApproximatelyEquals(right.Origin, epsilon) && left.Direction.ApproximatelyEquals(right.Direction, epsilon); /// /// Determines whether the specified object is equal to the current . /// /// The object to compare with the current . /// if the specified object is equal to the current ; otherwise, . public override bool Equals(object? obj) => obj is Ray2D ray2D && Origin.Equals(ray2D.Origin) && Direction.Equals(ray2D.Direction); /// /// Generates a hash code for the . /// /// A hash code for the . public override int GetHashCode() => System.HashCode.Combine(Origin, Direction); /// /// Converts the to its string representation. /// /// A string representation of the . public override string ToString() => $"{nameof(Ray2D)}({Origin}, {Direction})"; } /// /// Provides extension methods for the struct. /// public static class Ray2DExtensions { /// public static Vector2D Evaluate(this Ray2D ray, float distanceFromOrigin) => Ray2D.Evaluate(ray, distanceFromOrigin); /// public static bool ApproximatelyEquals(this Ray2D left, Ray2D right, float epsilon = float.Epsilon) => Ray2D.ApproximatelyEquals(left, right, epsilon); }