/** 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; }
/// <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); }
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; }