private bool ShouldResetParticle(SimParticle p) { return(p.Node.Position.X < 0 || p.Node.Position.X > _viewResolution.Width); }
private bool ParticleHitBarrier(SimParticle p) { double xShift = (double)_viewResolution.Width / 2; return(p.Node.Position.X >= xShift - this.BarrierWidth / 2 && p.Node.Position.X < xShift + this.BarrierWidth / 2); }