staticintersectCircle(ray:Ray, t_min:Float, t_max:Float, circleCenter:Vector2, radius:Float):{t:Float, r:Ray, normal:Vector2, hitPoint:Vector2, didHit:Bool}
inlinenew(origin:Vector2, direction:Vector2)
direction:Vector2
origin:Vector2
inlinepointAt(t:Float):Vector2