Esempio n. 1
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 public bool Intersects(BoundingRect rect)
 {
     return
         (this.Min.X < rect.Max.X) &&
         (this.Min.Y < rect.Max.Y) &&
         (this.Max.X > rect.Min.X) &&
         (this.Max.Y > rect.Min.Y);
 }
Esempio n. 2
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 public void Intersects(ref BoundingRect rect, out bool result)
 {
     result =
         (this.Min.X < rect.Max.X) &&
         (this.Min.Y < rect.Max.Y) &&
         (this.Max.X > rect.Min.X) &&
         (this.Max.Y > rect.Min.Y);
 }
Esempio n. 3
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 public bool Equals(BoundingRect other)
 {
     return
         (this.Min.X == other.Min.X) &&
         (this.Min.Y == other.Min.Y) &&
         (this.Max.X == other.Max.X) &&
         (this.Max.Y == other.Max.Y);
 }
Esempio n. 4
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 static BoundingRect()
 {
     BoundingRect.mEmpty = new BoundingRect();
     BoundingRect.mMinMax = new BoundingRect(Vector2.One * float.MinValue, Vector2.One * float.MaxValue);
 }
Esempio n. 5
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 public bool Contains(BoundingRect rect)
 {
     return
         (this.Min.X <= rect.Min.X) &&
         (this.Min.Y <= rect.Min.Y) &&
         (this.Max.X >= rect.Max.X) &&
         (this.Max.Y >= rect.Max.Y);
 }
Esempio n. 6
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 public void Contains(ref BoundingRect rect, out bool result)
 {
     result =
         (this.Min.X <= rect.Min.X) &&
         (this.Min.Y <= rect.Min.Y) &&
         (this.Max.X >= rect.Max.X) &&
         (this.Max.Y >= rect.Max.Y);
 }
Esempio n. 7
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        public static void Union(ref BoundingRect rect1, ref BoundingRect rect2, out BoundingRect result)
        {
            float num6 = rect1.Max.X;
            float num5 = rect2.Max.X;
            float num4 = rect1.Max.Y;
            float num3 = rect2.Max.Y;
            float num2 = (rect1.Min.X < rect2.Min.X) ? rect1.Min.X : rect2.Min.X;
            float num = (rect1.Min.Y < rect2.Min.Y) ? rect1.Min.Y : rect2.Min.Y;
            float num8 = (num6 > num5) ? num6 : num5;
            float num7 = (num4 > num3) ? num4 : num3;

            result.Min.X = num2;
            result.Min.Y = num;
            result.Max.X = num8;
            result.Max.Y = num7;
        }
Esempio n. 8
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        public static BoundingRect Union(BoundingRect rect1, BoundingRect rect2)
        {
            BoundingRect result;

            float num6 = rect1.Max.X;
            float num5 = rect2.Max.X;
            float num4 = rect1.Max.Y;
            float num3 = rect2.Max.Y;
            float num2 = (rect1.Min.X < rect2.Min.X) ? rect1.Min.X : rect2.Min.X;
            float num = (rect1.Min.Y < rect2.Min.Y) ? rect1.Min.Y : rect2.Min.Y;
            float num8 = (num6 > num5) ? num6 : num5;
            float num7 = (num4 > num3) ? num4 : num3;

            result.Min.X = num2;
            result.Min.Y = num;
            result.Max.X = num8;
            result.Max.Y = num7;

            return result;
        }
Esempio n. 9
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        public static void Intersect(ref BoundingRect rect1, ref BoundingRect rect2, out BoundingRect result)
        {
            float num8 = rect1.Max.X;
            float num7 = rect2.Max.X;
            float num6 = rect1.Max.Y;
            float num5 = rect2.Max.Y;
            float num2 = (rect1.Min.X > rect2.Min.X) ? rect1.Min.X : rect2.Min.X;
            float num = (rect1.Min.Y > rect2.Min.Y) ? rect1.Min.Y : rect2.Min.Y;
            float num4 = (num8 < num7) ? num8 : num7;
            float num3 = (num6 < num5) ? num6 : num5;

            if ((num4 > num2) && (num3 > num))
            {
                result.Min.X = num2;
                result.Min.Y = num;
                result.Max.X = num4;
                result.Max.Y = num3;
            }

            result.Min.X = 0;
            result.Min.Y = 0;
            result.Max.X = 0;
            result.Max.Y = 0;
        }
Esempio n. 10
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        public static BoundingRect Intersect(BoundingRect rect1, BoundingRect rect2)
        {
            BoundingRect result;

            float num8 = rect1.Max.X;
            float num7 = rect2.Max.X;
            float num6 = rect1.Max.Y;
            float num5 = rect2.Max.Y;
            float num2 = (rect1.Min.X > rect2.Min.X) ? rect1.Min.X : rect2.Min.X;
            float num = (rect1.Min.Y > rect2.Min.Y) ? rect1.Min.Y : rect2.Min.Y;
            float num4 = (num8 < num7) ? num8 : num7;
            float num3 = (num6 < num5) ? num6 : num5;

            if ((num4 > num2) && (num3 > num))
            {
                result.Min.X = num2;
                result.Min.Y = num;
                result.Max.X = num4;
                result.Max.Y = num3;

                return result;
            }

            result.Min.X = 0;
            result.Min.Y = 0;
            result.Max.X = 0;
            result.Max.Y = 0;

            return result;
        }
Esempio n. 11
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 public virtual void Initialize()
 {
     this.position = Vector2.Zero;
     this.isVisable = true;
     this.color = Color.White;
     this.bounds = new BoundingRect();
     this.rotation = 0f;
     this.scale = Vector2.One;
     this.effects = SpriteEffects.None;
     this.layer = 0.5f;
     this.size = Vector2.Zero;
     this.isAnimated = false;
     this.totalFrames = 0;
     this.framesPerSecond = 0f;
     this.isBackwards = false;
 }