Esempio n. 1
0
        public virtual JabRectangle GetRectangle()
        {
            JabRectangle rec;

            if (DrawIn == DrawSpace.SCREENSPACE)
            {
                rec = new JabRectangle((float)TopLeftPosition().X, (float)TopLeftPosition().Y, (float)(Width * ScaleX),
                                       (float)(Height * ScaleY));
            }
            else
            {
                Vector2 topleftpos = TopLeftPosition();
                rec = new JabRectangle(topleftpos.X, topleftpos.Y, (float)(Width * ScaleX * Camera.Get.WorldScale.X), (float)(Height * ScaleY * Camera.Get.WorldScale.Y));
            }

            Vector2 topleft = Vector2.Zero;

            topleft.X = rec.Left;
            topleft.Y = rec.Top;

            Vector2 bottomRight = Vector2.Zero;

            bottomRight.X = rec.Right;
            bottomRight.Y = rec.Bottom;

            Vector2 topright = Vector2.Zero;

            topright.X = rec.Right;
            topright.Y = rec.Top;

            Vector2 bottomleft = Vector2.Zero;

            bottomleft.X = rec.Left;
            bottomleft.Y = rec.Bottom;

            topleft     = JabMath.RotateVectorAround(HandleAdjustedPosition(), topleft, Rot);
            bottomRight = JabMath.RotateVectorAround(HandleAdjustedPosition(), bottomRight, Rot);
            bottomleft  = JabMath.RotateVectorAround(HandleAdjustedPosition(), bottomleft, Rot);
            topright    = JabMath.RotateVectorAround(HandleAdjustedPosition(), topright, Rot);

            Vector2 newTopLeft     = Vector2.Zero;
            Vector2 newBottomRight = Vector2.Zero;

            if (DrawIn == DrawSpace.WORLDSPACE)
            {
                newTopLeft = new Vector2(Math.Min(Math.Min(topleft.X, bottomRight.X), Math.Min(bottomleft.X, topright.X)),
                                         Math.Min(Math.Min(topleft.Y, bottomRight.Y), Math.Min(bottomleft.Y, topright.Y)));

                newBottomRight = new Vector2(
                    Math.Max(Math.Max(topleft.X, bottomRight.X), Math.Max(bottomleft.X, topright.X)),
                    Math.Max(Math.Max(topleft.Y, bottomRight.Y), Math.Max(bottomleft.Y, topright.Y)));
            }
            else
            {
                newTopLeft = new Vector2(Math.Min(Math.Min(topleft.X, bottomRight.X), Math.Min(bottomleft.X, topright.X)),
                                         Math.Min(Math.Min(topleft.Y, bottomRight.Y), Math.Min(bottomleft.Y, topright.Y)));

                newBottomRight = new Vector2(
                    Math.Max(Math.Max(topleft.X, bottomRight.X), Math.Max(bottomleft.X, topright.X)),
                    Math.Max(Math.Max(topleft.Y, bottomRight.Y), Math.Max(bottomleft.Y, topright.Y)));
            }

            float rectangleWidth  = (float)Math.Abs((float)newTopLeft.X - newBottomRight.X);
            float rectangleHeight = (float)Math.Abs((float)newTopLeft.Y - newBottomRight.Y);

            Vector2 pos = bottomRight - (new Vector2(rectangleWidth, rectangleHeight));

            if (DrawIn == DrawSpace.SCREENSPACE)
            {
                rec = new JabRectangle(newTopLeft.X,
                                       newTopLeft.Y,
                                       rectangleWidth, rectangleHeight);
            }
            else
            {
                newTopLeft /= BaseGame.Get.BackBufferDimensions;
                rec         = new JabRectangle(newTopLeft.X, newTopLeft.Y, rectangleWidth / BaseGame.Get.BackBufferWidth, rectangleHeight / BaseGame.Get.BackBufferHeight);
            }
            return(rec);
        }