BREAKING CHANGE: New ICollider
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@@ -10,7 +10,7 @@ public static partial class Physics2D
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{
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public static bool Overlaps(this Circle left, Circle right)
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{
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float distanceSquared = left.Position.FromTo(right.Position).LengthSquared();
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float distanceSquared = left.Center.FromTo(right.Center).LengthSquared();
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float radiusSumSquared = left.RadiusSquared + right.RadiusSquared;
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return distanceSquared < radiusSumSquared;
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@@ -18,7 +18,7 @@ public static partial class Physics2D
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public static bool Overlaps(this Circle left, Circle right, out Vector2D normal, out float depth)
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{
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Vector2D distanceVector = left.Position.FromTo(right.Position);
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Vector2D distanceVector = left.Center.FromTo(right.Center);
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float distanceSquared = distanceVector.LengthSquared();
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float radiusSumSquared = left.RadiusSquared + right.RadiusSquared;
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bool isOverlapping = distanceSquared < radiusSumSquared;
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@@ -32,10 +32,10 @@ public static partial class Physics2D
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return isOverlapping;
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}
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public static bool Overlaps(this Circle circle, Vector2D point) => circle.Position.FromTo(point).LengthSquared() <= circle.RadiusSquared;
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public static bool Overlaps(this Circle circle, Vector2D point) => circle.Center.FromTo(point).LengthSquared() <= circle.RadiusSquared;
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public static bool Overlaps(this Circle circle, Vector2D point, out Vector2D normal, out float depth)
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{
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Vector2D distanceVector = circle.Position.FromTo(point);
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Vector2D distanceVector = circle.Center.FromTo(point);
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float distanceSquared = distanceVector.LengthSquared();
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float radiusSquared = circle.RadiusSquared;
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bool isOverlapping = distanceSquared < radiusSquared;
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