# ray.um ``` This module will undergo changes. ``` ## struct Ray* ```go type Ray* = struct { pos: th.Vf2 l: th.fu // length r: th.fu // rotation } ``` Ray type. ## fn mk* `fn mk*(pos: th.Vf2, l: th.fu, r: th.fu = 0.0): Ray {` Makes a ray. ## fn getColl* `fn (r: ^Ray) getColl*(s: []^ent.Ent, maxColls: th.uu): []ent.Coll {` Same as ent.getcoll. Same changes will apply. ## fn getTilemapColl* `fn (r: ^Ray) getTilemapColl*(t: tilemap.Tilemap, ic: ^th.Vf2): bool {` Gets ray's collision to a tilemap. ## fn draw* `fn (r: ^Ray) draw*(cam: rect.Rect, color: uint32, thickness: th.fu) {`