chore!: renamed extension method circle.ToProjection to ProjectTo
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@@ -15,7 +15,7 @@ namespace Engine.Core;
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public readonly struct Circle(Vector2D center, float radius) : IEquatable<Circle>
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public readonly struct Circle(Vector2D center, float radius) : IEquatable<Circle>
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{
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{
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/// <summary>
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/// <summary>
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/// The center of the circle.
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/// The center of the <see cref="Circle"/>.
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/// </summary>
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/// </summary>
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public readonly Vector2D Center = center;
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public readonly Vector2D Center = center;
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@@ -118,7 +118,7 @@ public static class CircleExtensions
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public static Circle Displace(this Circle circle, Vector2D displaceVector) => Circle.Displace(circle, displaceVector);
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public static Circle Displace(this Circle circle, Vector2D displaceVector) => Circle.Displace(circle, displaceVector);
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/// <inheritdoc cref="Circle.Project(Circle, Vector2D)" />
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/// <inheritdoc cref="Circle.Project(Circle, Vector2D)" />
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public static Projection1D ToProjection(this Circle circle, Vector2D projectionVector) => Circle.Project(circle, projectionVector);
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public static Projection1D ProjectTo(this Circle circle, Vector2D projectionVector) => Circle.Project(circle, projectionVector);
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/// <inheritdoc cref="Circle.Transform(ITransform2D, Circle)" />
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/// <inheritdoc cref="Circle.Transform(ITransform2D, Circle)" />
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public static Circle Transform(this ITransform2D transform, Circle circle) => Circle.Transform(transform, circle);
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public static Circle Transform(this ITransform2D transform, Circle circle) => Circle.Transform(transform, circle);
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@@ -73,7 +73,7 @@ public class CollisionDetector2D : ICollisionDetector2D
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Vector2D projectionVector = vertices[indexProjection].FromTo(vertices[(indexProjection + 1) % count]).Perpendicular().Normalized;
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Vector2D projectionVector = vertices[indexProjection].FromTo(vertices[(indexProjection + 1) % count]).Perpendicular().Normalized;
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Projection1D shapeProjection = shapeCollider.ShapeWorld.ToProjection(projectionVector);
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Projection1D shapeProjection = shapeCollider.ShapeWorld.ToProjection(projectionVector);
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Projection1D circleProjection = circleCollider.CircleWorld.ToProjection(projectionVector);
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Projection1D circleProjection = circleCollider.CircleWorld.ProjectTo(projectionVector);
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if (!shapeProjection.Overlaps(circleProjection, out float depth))
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if (!shapeProjection.Overlaps(circleProjection, out float depth))
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return false;
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return false;
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@@ -86,7 +86,7 @@ public class CollisionDetector2D : ICollisionDetector2D
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Vector2D shapeToCircleProjectionVector = shapeCollider.Transform.Position.FromTo(circleCollider.CircleWorld.Center).Normalized;
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Vector2D shapeToCircleProjectionVector = shapeCollider.Transform.Position.FromTo(circleCollider.CircleWorld.Center).Normalized;
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Projection1D shapeProjection = shapeCollider.ShapeWorld.ToProjection(shapeToCircleProjectionVector);
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Projection1D shapeProjection = shapeCollider.ShapeWorld.ToProjection(shapeToCircleProjectionVector);
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Projection1D circleProjection = circleCollider.CircleWorld.ToProjection(shapeToCircleProjectionVector);
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Projection1D circleProjection = circleCollider.CircleWorld.ProjectTo(shapeToCircleProjectionVector);
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if (!shapeProjection.Overlaps(circleProjection, out float depth))
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if (!shapeProjection.Overlaps(circleProjection, out float depth))
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return false;
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return false;
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@@ -104,8 +104,8 @@ public class CollisionDetector2D : ICollisionDetector2D
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Vector2D leftToRightCenterProjectionVector = left.CircleWorld.Center.FromTo(right.CircleWorld.Center).Normalized;
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Vector2D leftToRightCenterProjectionVector = left.CircleWorld.Center.FromTo(right.CircleWorld.Center).Normalized;
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Projection1D leftProjection = left.CircleWorld.ToProjection(leftToRightCenterProjectionVector);
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Projection1D leftProjection = left.CircleWorld.ProjectTo(leftToRightCenterProjectionVector);
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Projection1D rightProjection = right.CircleWorld.ToProjection(leftToRightCenterProjectionVector);
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Projection1D rightProjection = right.CircleWorld.ProjectTo(leftToRightCenterProjectionVector);
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bool collision = leftProjection.Overlaps(rightProjection, out float depth);
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bool collision = leftProjection.Overlaps(rightProjection, out float depth);
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