public virtual void Reset(Vector2 center, float radius, Vector2 origin) { base.Reset(); ReferenceRegion.Reset(center, radius); Origin = origin; Anchor = center; RecalculateBounds(); }
protected override void ResetDirectState() { base.ResetDirectState(); _angle = 0; _anchor = VectorUtility.Zero; _origin = VectorUtility.Zero; _scale = new Vector2(1, 1); ReferenceRegion.Reset(); RecalculateTransform(); }
public virtual void Reset(Vector2 anchor, float width, float height, Vector2 origin) { base.Reset(); _vertexCache[0] = new Vector2(0, 0); _vertexCache[1] = new Vector2(width, 0); _vertexCache[2] = new Vector2(width, height); _vertexCache[3] = new Vector2(0, height); ReferenceRegion.Reset(_vertexCache, 4); Anchor = anchor; Origin = origin; RecalculateBounds(); }
public void Reset(List <Vector2> vertices) { base.Reset(); ReferenceRegion.Reset(vertices); RecalculateBounds(); }