bool Ray3DRect3DIntersection(const Rect3D & rect, const Ray3D & ray, float & t) { return Ray3DRect3DIntersection( rect.origin(), rect.right(), rect.up(), ray.origin(), ray.direction(), t); }
glm::vec2 Rect3DRay3DIntersectionPoint( const Rect3D & rect, const Ray3D & ray, bool & valid) { return Rect3DRay3DIntersectionPoint( rect.origin(), rect.right(), rect.up(), ray.origin(), ray.direction(), valid); }