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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Microsoft.Xna.Framework;
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namespace Syntriax.Engine.Physics2D;
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public record Line(Vector2 From, Vector2 To);
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public record LineEquation(float Slope, float OffsetY);
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public record Triangle(Vector2 A, Vector2 B, Vector2 C);
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public record Circle(Vector2 Position, float Radius);
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public record AABB(Vector2 LowerBoundary, Vector2 UpperBoundary);
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public static class PhysicsMath
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{
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public static Vector2 Scale(this Vector2 original, Vector2 scale)
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=> new Vector2(original.X * scale.X, original.Y * scale.Y);
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public static Vector2 ClosestPointTo(this Line line, Vector2 point)
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{
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// Convert edge points to vectors
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var edgeVector = new Vector2(line.To.X - line.From.X, line.To.Y - line.From.Y);
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var pointVector = new Vector2(point.X - line.From.X, point.Y - line.From.Y);
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// Calculate the projection of pointVector onto edgeVector
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float t = (pointVector.X * edgeVector.X + pointVector.Y * edgeVector.Y) / (edgeVector.X * edgeVector.X + edgeVector.Y * edgeVector.Y);
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// Clamp t to the range [0, 1] to ensure the closest point is on the edge
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t = Math.Max(0, Math.Min(1, t));
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// Calculate the closest point on the edge
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float closestX = line.From.X + t * edgeVector.X;
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float closestY = line.From.Y + t * edgeVector.Y;
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return new Vector2((float)closestX, (float)closestY);
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}
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public static float GetArea(this Triangle triangle)
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{
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return Math.Abs((triangle.A.X * (triangle.B.Y - triangle.C.Y) +
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triangle.B.X * (triangle.C.Y - triangle.A.Y) +
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triangle.C.X * (triangle.A.Y - triangle.B.Y)) * .5f);
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}
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public static Circle ToCircumCircle(this Triangle triangle)
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{
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Vector2 midAB = (triangle.A + triangle.B) / 2;
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Vector2 midBC = (triangle.B + triangle.C) / 2;
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float slopeAB = (triangle.B.Y - triangle.A.Y) / (triangle.B.X - triangle.A.X);
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float slopeBC = (triangle.C.Y - triangle.B.Y) / (triangle.C.X - triangle.B.X);
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Vector2 center;
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if (Math.Abs(slopeAB - slopeBC) > float.Epsilon)
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{
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float x = (slopeAB * slopeBC * (triangle.A.Y - triangle.C.Y) + slopeBC * (triangle.A.X + triangle.B.X) - slopeAB * (triangle.B.X + triangle.C.X)) / (2 * (slopeBC - slopeAB));
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float y = -(x - (triangle.A.X + triangle.B.X) / 2) / slopeAB + (triangle.A.Y + triangle.B.Y) / 2;
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center = new Vector2((float)x, (float)y);
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}
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else
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center = (midAB + midBC) * .5f;
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return new(center, Vector2.Distance(center, triangle.A));
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}
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public static Triangle ToSuperTriangle(IList<Vector2> vertices)
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{
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float minX = float.MaxValue, minY = float.MaxValue;
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float maxX = float.MinValue, maxY = float.MinValue;
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foreach (Vector2 point in vertices)
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{
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minX = Math.Min(minX, point.X);
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minY = Math.Min(minY, point.Y);
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maxX = Math.Max(maxX, point.X);
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maxY = Math.Max(maxY, point.Y);
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}
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float dx = maxX - minX;
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float dy = maxY - minY;
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float deltaMax = Math.Max(dx, dy);
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float midX = (minX + maxX) / 2;
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float midY = (minY + maxY) / 2;
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Vector2 p1 = new Vector2((float)midX - 20f * (float)deltaMax, (float)midY - (float)deltaMax);
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Vector2 p2 = new Vector2((float)midX, (float)midY + 20 * (float)deltaMax);
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Vector2 p3 = new Vector2((float)midX + 20 * (float)deltaMax, (float)midY - (float)deltaMax);
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return new Triangle(p1, p2, p3);
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}
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public static List<Line> ToLines(IList<Vector2> vertices)
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{
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List<Line> lines = new List<Line>(vertices.Count - 1);
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ToLines(vertices, lines);
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return lines;
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}
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public static void ToLines(IList<Vector2> vertices, IList<Line> lines)
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{
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lines.Clear();
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for (int i = 0; i < vertices.Count - 1; i++)
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lines.Add(new(vertices[i], vertices[i + 1]));
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lines.Add(new(vertices[^1], vertices[0]));
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}
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public static bool ExistIn(Line lineToCheck, List<Vector2> vertices)
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{
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for (int i = 0; i < vertices.Count - 1; i++)
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{
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Vector2 vertexCurrent = vertices[i];
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Vector2 vertexNext = vertices[i];
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if (lineToCheck.From == vertexCurrent && lineToCheck.To == vertexNext) return true;
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if (lineToCheck.From == vertexNext && lineToCheck.To == vertexCurrent) return true;
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}
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Vector2 vertexFirst = vertices[0];
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Vector2 vertexLast = vertices[^1];
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if (lineToCheck.From == vertexFirst && lineToCheck.To == vertexLast) return true;
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if (lineToCheck.From == vertexLast && lineToCheck.To == vertexFirst) return true;
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return false;
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}
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public static bool LaysOn(this Vector2 point, Line line)
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{
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LineEquation lineEquation = line.ToLineEquation();
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// y = mx + b
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float y = lineEquation.Slope * point.X + lineEquation.OffsetY;
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return y == point.Y;
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}
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public static LineEquation ToLineEquation(this Line line)
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{
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Vector2 slopeVector = line.To - line.From;
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float slope = slopeVector.Y / slopeVector.X;
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float yOffset = line.From.Y - (slope * line.From.X);
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return new LineEquation(slope, yOffset);
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}
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// Given three collinear points p, q, r, the function checks if
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// point q lies on line segment 'pr'
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public static bool OnSegment(Vector2 p, Vector2 q, Vector2 r)
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{
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if (q.X <= Math.Max(p.X, r.X) && q.X >= Math.Min(p.X, r.X) &&
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q.Y <= Math.Max(p.Y, r.Y) && q.Y >= Math.Min(p.Y, r.Y))
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return true;
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return false;
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}
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// To find orientation of ordered triplet (p, q, r).
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// The function returns following values
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// 0 --> p, q and r are collinear
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// 1 --> Clockwise
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// 2 --> Counterclockwise
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public static int Orientation(Vector2 p, Vector2 q, Vector2 r)
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{
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// See https://www.geeksforgeeks.org/orientation-3-ordered-points/
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// for details of below formula.
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float val = (q.Y - p.Y) * (r.X - q.X) -
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(q.X - p.X) * (r.Y - q.Y);
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if (val == 0) return 0; // collinear
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return (val > 0) ? 1 : 2; // clock or counterclock wise
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}
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public static float IntersectionParameterT(Vector2 p0, Vector2 p1, Vector2 q0, Vector2 q1)
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=> ((q0.X - p0.X) * (p1.Y - p0.Y) - (q0.Y - p0.Y) * (p1.X - p0.X)) /
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((q1.Y - q0.Y) * (p1.X - p0.X) - (q1.X - q0.X) * (p1.Y - p0.Y));
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public static float IntersectionParameterT(this Line l0, Line l1)
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=> ((l1.From.X - l0.From.X) * (l0.To.Y - l0.From.Y) - (l1.From.Y - l0.From.Y) * (l0.To.X - l0.From.X)) /
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((l1.To.Y - l1.From.Y) * (l0.To.X - l0.From.X) - (l1.To.X - l1.From.X) * (l0.To.Y - l0.From.Y));
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public static Vector2 IntersectionPoint(this Line l1, Line l2)
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=> Vector2.Lerp(l1.From, l1.To, IntersectionParameterT(l1, l2));
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public static bool Intersects(this Line l1, Line l2)
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{
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int o1 = Orientation(l1.From, l1.To, l2.From);
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int o2 = Orientation(l1.From, l1.To, l2.To);
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int o3 = Orientation(l2.From, l2.To, l1.From);
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int o4 = Orientation(l2.From, l2.To, l1.To);
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if (o1 != o2 && o3 != o4)
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return true;
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if (o1 == 0 && OnSegment(l1.From, l2.From, l1.To)) return true;
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if (o2 == 0 && OnSegment(l1.From, l2.To, l1.To)) return true;
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if (o3 == 0 && OnSegment(l2.From, l1.From, l2.To)) return true;
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if (o4 == 0 && OnSegment(l2.From, l1.To, l2.To)) return true;
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return false;
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}
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public static bool Intersects(this Line l1, Line l2, [NotNullWhen(returnValue: true)] out Vector2? point)
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{
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point = null;
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bool result = Intersects(l1, l2);
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if (result)
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point = IntersectionPoint(l1, l2);
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return result;
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}
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public static bool Intersects(this Circle circle, Circle circleOther)
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{
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float distanceSquared = (circle.Position - circleOther.Position).LengthSquared();
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float radiusSumSquared = circle.Radius * circle.Radius + circleOther.Radius * circleOther.Radius;
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return distanceSquared < radiusSumSquared;
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}
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public static bool Inside(this Triangle triangle, Vector2 point)
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{
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float originalTriangleArea = GetArea(triangle);
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float pointTriangleArea1 = GetArea(new Triangle(point, triangle.B, triangle.C));
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float pointTriangleArea2 = GetArea(new Triangle(triangle.A, point, triangle.C));
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float pointTriangleArea3 = GetArea(new Triangle(triangle.A, triangle.B, point));
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float pointTriangleAreasSum = pointTriangleArea1 + pointTriangleArea2 + pointTriangleArea3;
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return originalTriangleArea >= pointTriangleAreasSum;
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}
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public static bool Inside(this AABB aabb, Vector2 point)
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=> point.X >= aabb.LowerBoundary.X && point.X <= aabb.UpperBoundary.X &&
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point.Y >= aabb.LowerBoundary.Y && point.Y <= aabb.UpperBoundary.Y;
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public static bool Inside(this Circle circle, Vector2 point)
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=> (circle.Position - point).LengthSquared() <= circle.Radius * circle.Radius;
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}
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