using Theriapolis.Core.Util; namespace Theriapolis.Core.World; /// /// A bridge where a road or rail polyline crosses a river. /// Endpoints are in world-pixel space and follow the actual road polyline, /// so the deck visually matches the road at the crossing regardless of meander. /// public readonly struct Bridge { public readonly Vec2 Start; public readonly Vec2 End; public readonly int RoadId; public Bridge(Vec2 start, Vec2 end, int roadId) { Start = start; End = end; RoadId = roadId; } /// Center of the deck (midpoint of Start–End). public float WorldPixelX => (Start.X + End.X) * 0.5f; public float WorldPixelY => (Start.Y + End.Y) * 0.5f; /// Road direction angle (radians) from Start to End. public float RoadAngle => MathF.Atan2(End.Y - Start.Y, End.X - Start.X); }