Example #1
0
 /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
 public bool AabbIntersectsSkeleton(SkeletonBounds bounds)
 {
     if (!aabb)
     {
         aabbCompute();
     }
     if (!bounds.aabb)
     {
         bounds.aabbCompute();
     }
     return(minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY);
 }
		/// <summary>Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.</summary>
		public bool AabbIntersectsSkeleton (SkeletonBounds bounds) {
			return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY;
		}
Example #3
0
 /// <summary>Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.</summary>
 public bool AabbIntersectsSkeleton(SkeletonBounds bounds)
 {
     return(minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY);
 }
Example #4
0
        public void Load()
        {
            mSkeletonRenderer = new SkeletonRenderer(EngineSettings.Graphics.GraphicsDevice);
            mBounds = new SkeletonBounds();

            mSkeleton = SpineDataManager.Instance.NewSkeleton(mName, mScale); //Fixed Scale from here. Main instanciation.
            mSkeleton.SetSlotsToSetupPose(); // Without this the skin attachments won't be attached. See SetSkin.
            mAnimationState = SpineDataManager.Instance.NewAnimationState(mSkeleton.Data);
            mSkeleton.X = mInitPosition.X;
            mSkeleton.Y = mInitPosition.Y;
        }
 /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
 public bool AabbIntersectsSkeleton(SkeletonBounds bounds)
 {
     if (!aabb) aabbCompute();
     if (!bounds.aabb) bounds.aabbCompute();
     return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY;
 }