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);
}