public void Intersects(ref RectangleF rect, out bool result) { result = (Min.X < rect.Max.X) && (Min.Y < rect.Max.Y) && (Max.X > rect.Min.X) && (Max.Y > rect.Min.Y); }
public bool Equals(RectangleF other) { return (Min.X == other.Min.X) && (Min.Y == other.Min.Y) && (Max.X == other.Max.X) && (Max.Y == other.Max.Y); }
public bool Intersects(RectangleF rect) { return (Min.X < rect.Max.X) && (Min.Y < rect.Max.Y) && (Max.X > rect.Min.X) && (Max.Y > rect.Min.Y); }
public bool Contains(RectangleF rect) { return (Min.X <= rect.Min.X) && (Min.Y <= rect.Min.Y) && (Max.X >= rect.Max.X) && (Max.Y >= rect.Max.Y); }
public void Contains(ref RectangleF rect, out bool result) { result = (Min.X <= rect.Min.X) && (Min.Y <= rect.Min.Y) && (Max.X >= rect.Max.X) && (Max.Y >= rect.Max.Y) ; }
static RectangleF() { _empty = new RectangleF(); _minMax = new RectangleF(Vector2.One * float.MinValue, Vector2.One * float.MaxValue); }
public static void Union(ref RectangleF rect1, ref RectangleF rect2, out RectangleF 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; }
public static RectangleF Union(RectangleF rect1, RectangleF rect2) { RectangleF 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; }
public static void Intersect(ref RectangleF rect1, ref RectangleF rect2, out RectangleF 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; }
public static RectangleF Intersect(RectangleF rect1, RectangleF rect2) { RectangleF 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; }