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# Step 06 — Ray vs AABB (two sweeps become one hit)
This is where step 04 ("collision = the AND of two 1D tests") and step 05 ("the
entry/exit time of one sweep") finally fuse. A **moving point vs a static box**.
## Concept
A point at `p` moves by `v` over the frame. A static box has a left/right edge
(its x-interval) and a top/bottom edge (its y-interval). The point is inside the
**box** only while it's inside the x-interval **and** the y-interval *at the same
time*.
So run `sweepInterval` twice:
```
spanX = sweepInterval(p.x, v.x, box.x, box.x + box.w) // the x-edges
spanY = sweepInterval(p.y, v.y, box.y, box.y + box.h) // the y-edges
```
Each gives you a time-window `[entry, exit]` during which the point is inside
*that one axis's* strip. You're inside the box during the **overlap of the two
windows**:
```
entry = max(spanX.entry, spanY.entry) // inside the box once you're inside the LAST axis
exit = min(spanX.exit, spanY.exit) // out of the box once you leave the FIRST axis
```
Read those two lines until they feel obvious — they're the whole algorithm:
- You're only truly *inside the box* once you've entered **both** strips, so the
real entry is the **later** of the two entries → `max`.
- You **leave** the box the instant you exit **either** strip → the **earlier**
exit → `min`.
### When is there NO hit?
1. **A span is `null`** — on some axis the point isn't moving and is already
outside that strip. It can never be inside the box. Return `null` immediately.
2. **`entry > exit`** — the two windows never overlap. The point is inside one
strip, then the other, but never both at once. That's the classic "flies past
the corner" miss.
3. **`entry >= 1` or `exit <= 0`** — the windows overlap, but not *during this
frame* (it's entirely in the future, or entirely in the past). Not our problem
this frame.
### The normal (which wall did we hit?)
When you do collide, you also want to know **which face** you hit, so the response
later can push you back the right way. That's the `normal` — a unit vector
pointing out of the surface you struck.
The trick: **the axis you entered *last* is the axis you actually hit.** Compare
the two entry times — whichever is larger is the blocking axis:
- if `spanX.entry > spanY.entry` → you hit a **vertical** wall (left/right face).
The normal is horizontal, pointing back against your x-motion:
`normal = { x: v.x > 0 ? -1 : 1, y: 0 }`.
- otherwise → you hit a **horizontal** wall (top/bottom). The normal is vertical:
`normal = { x: 0, y: v.y > 0 ? -1 : 1 }`.
(Moving right and hitting something → the surface pushes you left → normal `-1`.
That sign rule is all there is to it.)
## Task
Implement `rayVsAABB(p, v, box)` in `ray.ts`. Return `{ time, normal }` for the
entry, or `null` for any of the three no-hit cases. `sweepInterval` is provided
in `given.ts` — **reuse it**, don't re-derive it.
```sh
bun test workshop/steps/06-ray-vs-aabb
```