public override List <Vector2> CollisionAxes(FBCollider shapeToCheckAgainst) { var nearestPointOnOtherShape = shapeToCheckAgainst.NearestPoint(Position); var direction = Position - nearestPointOnOtherShape; if (direction == Vector2.Zero) //Centers are the same. { direction = new Vector2(0, 1); } direction.Normalize(); return(new List <Vector2>() { direction }); }
public override List <Vector2> CollisionAxes(FBCollider otherShape) { return(MovedLines.Select(x => x.NormalRight).ToList()); }