glm::vec2 Ray2DIntersectionPoint(const Ray2D & a, const Ray2D & b, bool & exists) { return Ray2DIntersectionPoint(a.origin(), a.direction(), b.origin(), b.direction(), exists); }
float PointRay2DHalfspace(const glm::vec2 & point, const Ray2D & ray) { return PointRay2DHalfspace(point, ray.origin(), ray.direction()); }