/// <summary>
        /// Get collision data between two collliders. NOTE, this will not cause a physical collision, if you want to cause a collision use the function "collide()" in the object returned.
        /// </summary>
        /// <param name="a">Any circle collider.</param>
        /// <param name="b">Any line collider.</param>
        /// <returns>The collision data between the colliders, or null if no collision occured.</returns>
        public static Collision getCollision(CircleCollider a, LineCollider b)
        {
            //precalculate gradient for efficiancy.
            double gradient = b.globalGradient;
            //squere distance between circle center to possible contact point
            double sqrDistance = a.globalCenter.Y - b.globalCenter.Y + gradient * (b.globalCenter.X - a.globalCenter.X);

            sqrDistance *= sqrDistance / (gradient * gradient + 1);
            if (sqrDistance > a.radius * a.radius)
            {
                return(null);
            }
            if (a.globalCenter.sqrDistance(b.globalCenter) - sqrDistance > b.length * b.length / 4)
            {
                return(null);
            }
            Vector2d normal = b.globalNormalVector;

            //look here for 1 directional colliders.
            if ((a.globalCenter - b.globalCenter).cosineOfAngleBetween(normal) > 0)
            {
                normal *= -1;
            }
            return(new Collision(a,
                                 b,
                                 normal,
                                 a.globalCenter + Sqrt(sqrDistance) * normal,
                                 a.radius - Sqrt(sqrDistance)));
        }
        /// <summary>
        /// Get collision data between two collliders. NOTE, this will not cause a physical collision, if you want to cause a collision use the function "collide()" in the object returned.
        /// </summary>
        /// <param name="a">Any line collider.</param>
        /// <param name="b">Any line collider.</param>
        /// <returns>The collision data between the colliders, or null if no collision occured.</returns>
        public static Collision getCollision(LineCollider a, LineCollider b)
        {
            if (Abs(a.globalAngle - b.globalAngle) < 1)
            {
                return(null);
            }
            if ((a.length + b.length).sqr() < a.globalCenter.sqrDistance(b.globalCenter))  //quick check to exclude far away objects
            {
                return(null);
            }
            Vector2d aTangent = a.globalTangentVector;
            Vector2d bTangent = b.globalTangentVector;
            double   a2       = (a.globalCenter.Y - b.globalCenter.Y + (b.globalCenter.X - a.globalCenter.X) * aTangent.Y / aTangent.X) / (bTangent.Y - bTangent.X * aTangent.Y / aTangent.X);
            Vector2d contact  = b.globalCenter + a2 * bTangent;

            if (contact.sqrDistance(a.globalCenter) > a.length.sqr() / 4 || contact.sqrDistance(b.globalCenter) > b.length.sqr() / 4)
            {
                return(null);                                                                 //contact is outside of line segment
            }
            double   aDistanceFromEndpoint = a.length / 2 - contact.distance(a.globalCenter); //The distance of the contact point from a's closest endpoint
            double   bDistanceFromEndpoint = b.length / 2 - contact.distance(b.globalCenter); //The distance of the contact point from b's closest endpoint
            Vector2d normal = aDistanceFromEndpoint > bDistanceFromEndpoint ? a.globalNormalVector : b.globalNormalVector;

            if (aDistanceFromEndpoint > bDistanceFromEndpoint)
            {
                normal = a.globalNormalVector;
                if (Vector2d.Dot(normal, contact - b.globalCenter) > 0)
                {
                    normal *= -1;
                }
            }
            else
            {
                normal = b.globalNormalVector;
                if (Vector2d.Dot(normal, contact - a.globalCenter) < 0)
                {
                    normal *= -1;
                }
            }
            return(new Collision(a,
                                 b,
                                 normal,
                                 contact,
                                 Min(aDistanceFromEndpoint, bDistanceFromEndpoint)));
        }
 /// <summary>
 /// Get collision data between two collliders. NOTE, this will not cause a physical collision, if you want to cause a collision use the function "collide()" in the object returned.
 /// </summary>
 /// <param name="a">Any line collider.</param>
 /// <param name="b">Any Circle collider.</param>
 /// <returns>The collision data between the colliders, or null if no collision occured.</returns>
 public static Collision getCollision(LineCollider a, CircleCollider b)
 {
     return(getCollision(b, a));
 }