public static Collision FindBetween(Point from, Point to, ConnectionZone fromEl, ConnectionZone toEl,ref HashSet<Element> elementsAlreadyCollided, List<Element> elements = null)
        {
            if (elements == null)
                elements = Element.AllElements;

            double deltaMin = double.MaxValue;
            Collision minimum = null;

            foreach (Element element in elements)
            {
                if (element == fromEl.Parent) continue;
                if (element == toEl.Parent) continue;

                bool interects = Intersects(element.A, element.B, from, to);
                if(!interects)
                    interects = Intersects(element.A, element.D, from, to);
                if (!interects)
                    interects = Intersects(element.C, element.D, from, to);
                if (!interects)
                   interects = Intersects(element.C, element.B, from, to);
                if (interects)
                {
                    double deltaX = element.Center.X - fromEl.Parent.Center.X;
                    double deltaY = element.Center.Y - fromEl.Parent.Center.Y;
                    double delta = deltaX * deltaX + deltaY * deltaY;
                    delta = Math.Sqrt(delta);
                    Collision collision = new Collision(element, from, to);
                    if (elementsAlreadyCollided.Contains(element)) continue;

                    //find closest collision
                    if (deltaMin > delta)
                    {
                        deltaMin = delta;
                        minimum = collision;
                    }
                }
            }
            if(minimum != null)
                elementsAlreadyCollided.Add(minimum.Element);
            return minimum;
        }
        public static Collision FindBetween(Point from, Point to, ConnectionZone fromEl, ConnectionZone toEl,ref HashSet<Collision> lastCollision, List<Element> elements = null)
        {
            if (elements == null) elements = Element.AllElements;

            double deltaMin = double.MaxValue;
            Collision minimum = null;

            foreach (Element element in elements)
            {
                if (element == fromEl.Parent) continue;
                if (element == toEl.Parent) continue;

                Point intersection = new Point();
                bool interects = Intersects(element.A, element.B, from, to, out intersection);
                if(!interects)
                    interects = Intersects(element.A, element.D, from, to, out intersection);
                if (!interects)
                    interects = Intersects(element.C, element.D, from, to, out intersection);
                if (!interects)
                   interects = Intersects(element.C, element.B, from, to, out intersection);
                if (interects)
                //bool interects = Intersects(from, to, element);
                if (interects)
                {
                    double deltaX = element.Center.X - fromEl.Parent.Center.X;
                    double deltaY = element.Center.Y - fromEl.Parent.Center.Y;
                    double delta = deltaX * deltaX + deltaY * deltaY;
                    delta = Math.Sqrt(delta);
                    Collision collision = new Collision(intersection, element, from, to);
                    if (lastCollision.FirstOrDefault(x => x.Element == element) != null) continue;

                    if (deltaMin > delta)
                    {
                        deltaMin = delta;
                        minimum = collision;
                    }
                }
            }
            if(minimum != null)
                lastCollision.Add(minimum);
            return minimum;
        }