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    Function interceptPoint

    • Where to aim: the target's position at interceptTime, i.e. targetPosition + targetVelocity · interceptTime(...).

      Returns null — and leaves out unmodified — when there is no interception, so a caller cannot mistake a stale or NaN-filled vector for an aim point. Firing a projectile of exactly projectileSpeed from shooterPosition straight at the returned point hits the target; the tests assert that against an independently simulated projectile.

      Parameters

      Returns Vector3 | null

      RangeError when projectileSpeed is negative or not finite.