GetLineToLine = function (line1, line2, isRay, out)
{
    if (isRay === undefined) { isRay = false; }

    var x1 = line1.x1;
    var y1 = line1.y1;
    var x2 = line1.x2;
    var y2 = line1.y2;

    var x3 = line2.x1;
    var y3 = line2.y1;
    var x4 = line2.x2;
    var y4 = line2.y2;

    var dx1 = x2 - x1;
    var dy1 = y2 - y1;

    var dx2 = x4 - x3;
    var dy2 = y4 - y3;

    var denom = (dx1 * dy2 - dy1 * dx2);

    //  Add co-linear check

    //  Make sure there is not a division by zero - this also indicates that the lines are parallel.
    //  If numA and numB were both equal to zero the lines would be on top of each other (coincidental).
    //  This check is not done because it is not necessary for this implementation (the parallel check accounts for this).

    if (denom === 0)
    {
        return null;
    }

    var t;
    var u;
    var s;

    if (isRay)
    {
        t = (dx1 * (y3 - y1) + dy1 * (x1 - x3)) / (dx2 * dy1 - dy2 * dx1);
        
        if (dx1 !== 0)
        {
            u = (x3 + dx2 * t - x1) / dx1;
        }
        else if (dy1 !== 0)
        {
            u = (y3 + dy2 * t - y1) / dy1;
        }
        else
        {
            return null; // degenerate line segment
        }

        //  Intersects?
        if (u < 0 || t < 0 || t > 1)
        {
            return null;
        }

        s = u;
    }
    else
    {
        t = ((x3 - x1) * dy2 - (y3 - y1) * dx2) / denom;
        u = ((y1 - y3) * dx1 - (x1 - x3) * dy1) / denom;

        //  Intersects?
        if (t < 0 || t > 1 || u < 0 || u > 1)
        {
            return null;
        }

        s = t;
    }

    if (out === undefined)
    {
        out = new Vector3();
    }

    return out.set(
        x1 + dx1 * s,
        y1 + dy1 * s,
        s
    );
}
Checks for intersection between the two line segments, or a ray and a line segment,
and returns the intersection point as a Vector3, or `null` if the lines are parallel, or do not intersect.

The `z` property of the Vector3 contains the intersection distance, which can be used to find
the closest intersecting point from a group of line segments.

@function Phaser.Geom.Intersects.GetLineToLine
@since 3.50.0

@param {Phaser.Geom.Line} line1 - The first line segment, or a ray, to check.
@param {Phaser.Geom.Line} line2 - The second line segment to check.
@param {boolean} [isRay=false] - Is `line1` a ray or a line segment?
@param {Phaser.Math.Vector3} [out] - A Vector3 to store the intersection results in.

@return {Phaser.Math.Vector3} A Vector3 containing the intersection results, or `null`.