public TriangleEntity(Guid id,CustomType.Polygon polygon) : base(id) { _Polygon = polygon; var points = new Queue<CustomType.Vector2>(_Polygon.Points); var firstPoint = points.Dequeue(); float top = firstPoint.Y; float down = firstPoint.Y ; float left = firstPoint.X; float right = firstPoint.X; while (points.Count > 0) { var point = points.Dequeue(); if (point.X > right) { right = point.X; } if (point.X < left) { left = point.X; } if (point.Y < top) { top = point.Y; } if (point.Y > down) { down = point.Y; } } _QuadTreeObjectAbility = new PhysicalAbility(new Regulus.CustomType.Rect(left , top , right - left , down - top ) , this); _Polygon.BuildEdges(); }
public TriangleEntity() { Polygon = new CustomType.Polygon(); }