Intersection() публичный статический Метод

public static Intersection ( Rect r1, Rect r2, Rect &intersection ) : bool
r1 UnityEngine.Rect
r2 UnityEngine.Rect
intersection UnityEngine.Rect
Результат bool
Пример #1
0
        public void Insert(T item)
        {
            if (!RectUtils.Contains(m_BoundingRect, item.boundingRect))
            {
                Rect intersection = new Rect();
                if (!RectUtils.Intersection(item.boundingRect, m_BoundingRect, out intersection))
                {
                    // Ignore elements completely outside the quad tree
                    return;
                }
            }

            if (m_ChildrenNodes.Count == 0)
            {
                Subdivide();
            }

            // insert into children nodes
            foreach (QuadTreeNode <T> node in m_ChildrenNodes)
            {
                if (RectUtils.Contains(node.BoundingRect, item.boundingRect))
                {
                    node.Insert(item);
                    return;
                }
            }

            // item is not completely contained in any of the children nodes
            // insert here
            this.m_Elements.Add(item);
        }
Пример #2
0
 public void Insert(T item)
 {
     if (!RectUtils.Contains(this.m_BoundingRect, item.boundingRect))
     {
         Rect intersection = new Rect();
         if (!RectUtils.Intersection(item.boundingRect, this.m_BoundingRect, out intersection))
         {
             return;
         }
     }
     if (this.m_ChildrenNodes.Count == 0)
     {
         this.Subdivide();
     }
     using (List <QuadTreeNode <T> > .Enumerator enumerator = this.m_ChildrenNodes.GetEnumerator())
     {
         while (enumerator.MoveNext())
         {
             QuadTreeNode <T> current = enumerator.Current;
             if (RectUtils.Contains(current.BoundingRect, item.boundingRect))
             {
                 current.Insert(item);
                 return;
             }
         }
     }
     this.m_Elements.Add(item);
 }
Пример #3
0
 public void Insert(T item)
 {
     if (!RectUtils.Contains(this.m_BoundingRect, item.boundingRect))
     {
         Rect intersection = new Rect();
         if (!RectUtils.Intersection(item.boundingRect, this.m_BoundingRect, out intersection))
         {
             return;
         }
     }
     if (this.m_ChildrenNodes.Count == 0)
     {
         this.Subdivide();
     }
     foreach (QuadTreeNode <T> node in this.m_ChildrenNodes)
     {
         if (RectUtils.Contains(node.BoundingRect, item.boundingRect))
         {
             node.Insert(item);
             return;
         }
     }
     this.m_Elements.Add(item);
 }
Пример #4
0
 public void Insert(T item)
 {
     if (!RectUtils.Contains(this.m_BoundingRect, item.boundingRect))
     {
         Rect rect = default(Rect);
         if (!RectUtils.Intersection(item.boundingRect, this.m_BoundingRect, out rect))
         {
             return;
         }
     }
     if (this.m_ChildrenNodes.Count == 0)
     {
         this.Subdivide();
     }
     foreach (QuadTreeNode <T> current in this.m_ChildrenNodes)
     {
         if (RectUtils.Contains(current.BoundingRect, item.boundingRect))
         {
             current.Insert(item);
             return;
         }
     }
     this.m_Elements.Add(item);
 }