/// <summary> /// Returns the distance between the closest points on the line and the circle /// </summary> public static float LineCircle(Line2 line, Circle2 circle) { return(LineCircle(line.origin, line.direction, circle.center, circle.radius)); }
/// <summary> /// Returns the distance between the closest points on the line and the segment /// </summary> public static float LineSegment(Line2 line, Segment2 segment) { return(LineSegment(line.origin, line.direction, segment.a, segment.b)); }
/// <summary> /// Returns a distance to the closest point on the line /// </summary> public static float PointLine(Vector2 point, Line2 line) { return(Vector2.Distance(point, Closest.PointLine(point, line))); }
/// <summary> /// Returns the distance between the closest points on the line and the ray /// </summary> public static float LineRay(Line2 line, Ray2D ray) { return(LineRay(line.origin, line.direction, ray.origin, ray.direction)); }
/// <summary> /// Returns the distance between the closest points on the lines /// </summary> public static float LineLine(Line2 lineA, Line2 lineB) { return(LineLine(lineA.origin, lineA.direction, lineB.origin, lineB.direction)); }