public void Set(SPointRect Obj_) { TopRight.Set(Obj_.TopRight); TopLeft.Set(Obj_.TopLeft); BottomLeft.Set(Obj_.BottomLeft); BottomRight.Set(Obj_.BottomRight); }
public static bool MoveTowards(SPoint Current_, SPoint Target_, float DistanceDelta_) // return true : reached { var Vector = Target_.GetSub(Current_); var Scalar = Vector.GetScalar(); if (Scalar > DistanceDelta_) { Current_.Add(new SPoint(Vector.X * DistanceDelta_ / Scalar, Vector.Y * DistanceDelta_ / Scalar)); return(false); } else { Current_.Set(Target_); return(true); } }
public void Set(SPosTheta Obj_) { Pos.Set(Obj_.Pos); Theta = Obj_.Theta; }
public void Set(SSegment Obj_) { Point0.Set(Obj_.Point0); Point1.Set(Obj_.Point1); }
public void Set(SLine Obj_) { Point0.Set(Obj_.Point0); Point1.Set(Obj_.Point1); }
public void Set(SCollisionInfo Obj_) { Time = Obj_.Time; Point.Set(Obj_.Point); Normal.Set(Obj_.Normal); }
public void Set(SVector Obj_) { Pos.Set(Obj_.Pos); Dir.Set(Obj_.Dir); }
public void Set(SEngineRect Obj_) { Size.Set(Obj_.Size); Offset.Set(Obj_.Offset); Scale.Set(Obj_.Scale); }