refactor: renamed primitives
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@@ -49,8 +49,8 @@ public class CollisionDetector2D : ICollisionDetector2D
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{
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Vector2D projectionVector = vertices[indexProjection].FromTo(vertices[(indexProjection + 1) % count]).Perpendicular().Normalized;
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Projection leftProjection = left.ShapeWorld.ToProjection(projectionVector);
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Projection rightProjection = right.ShapeWorld.ToProjection(projectionVector);
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Projection1D leftProjection = left.ShapeWorld.ToProjection(projectionVector);
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Projection1D rightProjection = right.ShapeWorld.ToProjection(projectionVector);
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if (!leftProjection.Overlaps(rightProjection, out float depth))
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return false;
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@@ -73,8 +73,8 @@ public class CollisionDetector2D : ICollisionDetector2D
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{
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Vector2D projectionVector = vertices[indexProjection].FromTo(vertices[(indexProjection + 1) % count]).Perpendicular().Normalized;
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Projection shapeProjection = shapeCollider.ShapeWorld.ToProjection(projectionVector);
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Projection circleProjection = circleCollider.CircleWorld.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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if (!shapeProjection.Overlaps(circleProjection, out float depth))
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return false;
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@@ -86,8 +86,8 @@ public class CollisionDetector2D : ICollisionDetector2D
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{
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Vector2D shapeToCircleProjectionVector = shapeCollider.Transform.Position.FromTo(circleCollider.CircleWorld.Center).Normalized;
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Projection shapeProjection = shapeCollider.ShapeWorld.ToProjection(shapeToCircleProjectionVector);
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Projection circleProjection = circleCollider.CircleWorld.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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if (!shapeProjection.Overlaps(circleProjection, out float depth))
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return false;
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@@ -105,8 +105,8 @@ public class CollisionDetector2D : ICollisionDetector2D
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Vector2D leftToRightCenterProjectionVector = left.CircleWorld.Center.FromTo(right.CircleWorld.Center).Normalized;
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Projection leftProjection = left.CircleWorld.ToProjection(leftToRightCenterProjectionVector);
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Projection rightProjection = right.CircleWorld.ToProjection(leftToRightCenterProjectionVector);
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Projection1D leftProjection = left.CircleWorld.ToProjection(leftToRightCenterProjectionVector);
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Projection1D rightProjection = right.CircleWorld.ToProjection(leftToRightCenterProjectionVector);
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bool collision = leftProjection.Overlaps(rightProjection, out float depth);
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