public bool Contains(ref Rectangle rect) { return(Geom2D.Contains(ref this, ref rect)); }
public bool Intersects(ref Quad quad) { return(Geom2D.Intersects(ref this, ref quad)); }
public Vector2 Project(Vector2 point) { return(Geom2D.Project(ref this, point)); }
public bool Raycast(ref Ray2D ray, out RayHit2D hit) { return(Geom2D.Raycast(ref this, ref ray, out hit)); }
public bool Intersects(ref Triangle tri, out Vector2 pushOut) { return(Geom2D.Intersects(ref this, ref tri, out pushOut)); }
public bool Intersects(Polygon poly, out Vector2 pushOut) { return(Geom2D.Intersects(ref this, poly, out pushOut)); }
public float DistanceTo(ref Rectangle rect) { return(Geom2D.Distance(ref this, ref rect)); }
public bool Intersects(ref Circle circle, out Vector2 pushOut) { return(Geom2D.Intersects(ref this, ref circle, out pushOut)); }
public float DistanceTo(Vector2 point) { return(Geom2D.Distance(point, ref this)); }
public float DistanceTo(ref Circle circle) { return(Geom2D.Distance(ref this, ref circle)); }
public bool Contains(Polygon poly) { return(Geom2D.Contains(ref this, poly)); }
public bool Contains(ref Quad quad) { return(Geom2D.Contains(ref this, ref quad)); }
public bool Contains(ref Triangle tri) { return(Geom2D.Contains(ref this, ref tri)); }
public bool Intersects(Polygon poly) { return(Geom2D.Intersects(ref this, poly)); }
public float DistanceTo(ref Triangle tri) { return(Geom2D.Distance(ref this, ref tri)); }
public bool Intersects(Vector2 point, out Vector2 pushOut) { return(Geom2D.Intersects(ref this, point, out pushOut)); }
public float DistanceTo(ref Quad quad) { return(Geom2D.Distance(ref this, ref quad)); }
public bool Intersects(ref Rectangle rect, out Vector2 pushOut) { return(Geom2D.Intersects(ref this, ref rect, out pushOut)); }
public float DistanceTo(Polygon poly) { return(Geom2D.Distance(ref this, poly)); }
public bool Intersects(ref Quad quad, out Vector2 pushOut) { return(Geom2D.Intersects(ref this, ref quad, out pushOut)); }
public bool Intersects(ref Circle circle) { return(Geom2D.Intersects(ref this, ref circle)); }
public void Project(Vector2 axis, out float min, out float max) { Geom2D.Project(ref this, axis, out min, out max); }
public bool Intersects(ref Rectangle rect) { return(Geom2D.Intersects(ref this, ref rect)); }
public bool Raycast(ref Ray2D ray) { return(Geom2D.Raycast(ref this, ref ray)); }
public bool Intersects(ref Triangle tri) { return(Geom2D.Intersects(ref this, ref tri)); }
public bool Raycast(ref Ray2D ray, out float dist) { return(Geom2D.Raycast(ref this, ref ray, out dist)); }
public bool Contains(ref Circle circle) { return(Geom2D.Contains(ref this, ref circle)); }