f64/d2/ray.go
func (r Ray) IntersectRect(b Rectangle) bool {
	t1 := (b.Min.X - r.o.X) * r.invv.X
	t2 := (b.Max.X - r.o.X) * r.invv.X

	tmin := math.Min(t1, t2)
	tmax := math.Max(t1, t2)

	// x
	t1 = (b.Min.X - r.o.X) * r.invv.X
	t2 = (b.Max.X - r.o.X) * r.invv.X
	tmin = math.Max(tmin, math.Min(t1, t2))
	tmax = math.Min(tmax, math.Max(t1, t2))

	// y
	t1 = (b.Min.Y - r.o.Y) * r.invv.Y
	t2 = (b.Max.Y - r.o.Y) * r.invv.Y
	tmin = math.Max(tmin, math.Min(t1, t2))
	tmax = math.Min(tmax, math.Max(t1, t2))

	return tmax >= math.Max(tmin, 0.0)
}
func (r Ray) IntersectRect(b Rectangle) bool {
	t1 := (b.Min.X - r.o.X) * r.invv.X
	t2 := (b.Max.X - r.o.X) * r.invv.X

	tmin := math.Min(t1, t2)
	tmax := math.Max(t1, t2)

	// x
	t1 = (b.Min.X - r.o.X) * r.invv.X
	t2 = (b.Max.X - r.o.X) * r.invv.X
	tmin = math.Max(tmin, math.Min(t1, t2))
	tmax = math.Min(tmax, math.Max(t1, t2))

	// y
	t1 = (b.Min.Y - r.o.Y) * r.invv.Y
	t2 = (b.Max.Y - r.o.Y) * r.invv.Y
	tmin = math.Max(tmin, math.Min(t1, t2))
	tmax = math.Min(tmax, math.Max(t1, t2))

	return tmax >= math.Max(tmin, 0.0)
}
// IntersectRect indicates wether the ray intersects with the rectangle b.