refactor: reorganize docs into plan/ and add skills/
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docs/api/math/math-ray.md
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docs/api/math/math-ray.md
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# Ray
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3D 射线结构体,用于光线投射和拾取。
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## 头文件
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```cpp
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#include <XCEngine/Math/Ray.h>
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```
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## 命名空间
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`XCEngine::Math`
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## 结构体定义
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```cpp
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struct Ray {
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Vector3 origin; // 射线起点
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Vector3 direction; // 归一化方向
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};
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```
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## 构造函数
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- `Ray()` - 默认构造
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- `Ray(const Vector3& origin, const Vector3& direction)` - 从点和方向构造
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## 实例方法
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| 方法 | 返回值 | 描述 |
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|------|--------|------|
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| `GetPoint(t)` | `Vector3` | 获取射线上 t 距离处的点: `origin + direction * t` |
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## 相交检测
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| 方法 | 返回值 | 描述 |
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|------|--------|------|
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| `Intersects(Sphere, t)` | `bool` | 与球体相交,输出距离 t |
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| `Intersects(Box, t)` | `bool` | 与 AABB 相交,输出距离 t |
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| `Intersects(Plane, t)` | `bool` | 与平面相交,输出距离 t |
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## 使用示例
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```cpp
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Ray ray(cameraPosition, rayDirection);
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// 与球体相交
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float t;
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if (ray.Intersects(sphere, t)) {
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Vector3 hitPoint = ray.GetPoint(t);
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}
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// 与平面相交
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if (ray.Intersects(plane, t)) {
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Vector3 hitPoint = ray.GetPoint(t);
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}
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```
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