Got rid of previous material system, now uses enumerators and item ids. Also imported QuadTree.cs so we can have entity collision.
This commit is contained in:
@@ -181,7 +181,7 @@ public class InputController : IRestrictions
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}
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if (mouseState.RightButton == ButtonState.Pressed)
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{
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Chunks.PlaceBlock(playerMouse.GetSelectedXTile(),playerMouse.GetSelectedYTile(),"wood");
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Chunks.PlaceBlock(playerMouse.GetSelectedXTile(),playerMouse.GetSelectedYTile(),Blocks.BlockWood);
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}
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}
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@@ -1,8 +0,0 @@
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public class Block {
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public string Name { get; }
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public Block(string name) {
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Name = name;
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}
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}
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@@ -1,32 +0,0 @@
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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namespace Collector.Dimension
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{
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public static class BlockMaterials {
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public static readonly Dictionary<string,Block> Materials = new Dictionary<string, Block>();
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public static readonly Dictionary<string,Texture2D> Textures = new Dictionary<string, Texture2D>();
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//Private so the singleton can't be instantiated
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static BlockMaterials() {}
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public static void Initialize(ContentManager content){
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Materials.Add("grass",new Block("grass"));
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Materials.Add("wood",new Block("wood"));
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Materials.Add("water",new Block("water"));
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Materials.Add("stone",new Block("stone"));
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Materials.Add("snow",new Block("snow"));
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Materials.Add("sand",new Block("sand"));
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Materials.Add("air",new Block("air"));
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Materials.Add("roof",new Block("roof"));
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Materials.Add("wall",new Block("wall"));
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foreach (var name in Materials.Keys)
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{
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Textures.Add(name,content.Load<Texture2D>(name));
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}
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}
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}
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}
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15
Collector/src/Dimension/Blocks.cs
Normal file
15
Collector/src/Dimension/Blocks.cs
Normal file
@@ -0,0 +1,15 @@
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namespace Collector.Dimension
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{
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public enum Blocks
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{
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BlockAir,
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BlockGrass,
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BlockWood,
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BlockStone,
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BlockSnow,
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BlockSand,
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BlockRoof,
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BlockWall,
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BlockWater
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}
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}
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@@ -3,38 +3,39 @@
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using System;
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using System.Collections.Generic;
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using Collector.ThirdPartyCode;
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using Microsoft.Xna.Framework.Graphics;
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namespace Collector.Dimension
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{
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public class Chunks: IRestrictions {
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public static Dictionary<Tuple<int, int, int>, Block> LoadedChunks { get; } = new Dictionary<Tuple<int, int, int>, Block>();
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private static readonly Dictionary<Tuple<int, int, int>, Block> SavedChunks = new Dictionary<Tuple<int, int, int>, Block>();
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public static class Chunks
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{
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public static Dictionary<Tuple<int, int, int>, Blocks> LoadedChunks { get; } = new Dictionary<Tuple<int, int, int>, Blocks>();
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private static readonly Dictionary<Tuple<int, int, int>, Blocks> SavedChunks = new Dictionary<Tuple<int, int, int>, Blocks>();
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private static readonly OpenSimplexNoise Gen1 = new OpenSimplexNoise(IRestrictions.Seed+ 1);
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private static readonly OpenSimplexNoise Gen2 = new OpenSimplexNoise(IRestrictions.Seed);
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public static void CreateStructures() {
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const int i = 10;
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SetBlock(3 + i, 2,1,"wall");
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SetBlock(4 + i, 2,1,"wall");
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SetBlock(3 + i, 3,1, "roof");
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SetBlock(4 + i, 3,1,"roof");
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SetBlock(3 + i, 2,1,Blocks.BlockWall);
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SetBlock(4 + i, 2,1,Blocks.BlockWall);
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SetBlock(3 + i, 3,1, Blocks.BlockRoof);
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SetBlock(4 + i, 3,1,Blocks.BlockRoof);
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}
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private static void SetBlock(int x, int y, int z, string name) {
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LoadedChunks[new Tuple<int,int,int>(x, y, z)] = BlockMaterials.Materials[name];
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SavedChunks[new Tuple<int,int,int>(x, y, z)] = BlockMaterials.Materials[name];
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private static void SetBlock(int x, int y, int z, Blocks name)
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{
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LoadedChunks[new Tuple<int, int, int>(x, y, z)] = name;
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SavedChunks[new Tuple<int,int,int>(x, y, z)] = name;
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}
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public static void PlaceBlock(int x, int y, string name)
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public static void PlaceBlock(int x, int y, Blocks name)
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{
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var triple = new Tuple<int, int, int>(x, y, 1);
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if (LoadedChunks.ContainsKey(triple))
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if (!LoadedChunks.ContainsKey(triple)) return;
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if (LoadedChunks[triple].Equals(Blocks.BlockAir))
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{
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if (LoadedChunks[triple].Name.Equals("air"))
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{
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SetBlock(x, y, 1, name);
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}
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SetBlock(x, y, 1, name);
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}
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}
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@@ -42,10 +43,10 @@ namespace Collector.Dimension
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var triple = new Tuple<int, int, int>(x, y, 1);
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if (!LoadedChunks.ContainsKey(triple)) return;
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if (LoadedChunks[triple].Name.Equals("air")) return;
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if (LoadedChunks[triple].Equals(Blocks.BlockAir)) return;
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LoadedChunks[triple] = BlockMaterials.Materials["air"];
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SavedChunks[triple] = BlockMaterials.Materials["air"];
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LoadedChunks[triple] = Blocks.BlockAir;
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SavedChunks[triple] = Blocks.BlockAir;
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}
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public static void UngenerateChunk(int x, int y) {
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@@ -99,8 +100,8 @@ namespace Collector.Dimension
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}
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}
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private static Block GetBlocks(int x, int y, int z) {
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return SavedChunks.GetValueOrDefault(new Tuple<int, int, int>(x, y, z), new Block("air"));
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private static Blocks GetBlocks(int x, int y, int z) {
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return SavedChunks.GetValueOrDefault(new Tuple<int, int, int>(x, y, z), Blocks.BlockAir);
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}
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private static double Noise1(double nx, double ny) {
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@@ -111,7 +112,7 @@ namespace Collector.Dimension
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return Gen2.Evaluate(nx, ny) / 2 + 0.5;
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}
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private static Block GetTerrain(int x, int y) {
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private static Blocks GetTerrain(int x, int y) {
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const double scale = 0.01;
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var nx = x * scale;
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var ny = y * scale;
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@@ -134,26 +135,26 @@ namespace Collector.Dimension
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return GetBiomeBlock(moisture, elevation);
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}
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private static Block GetBiomeBlock(double moisture, double elevation) {
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private static Blocks GetBiomeBlock(double moisture, double elevation) {
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var biome = GetBiome(moisture, elevation);
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if (biome.Equals("Tundra")) return BlockMaterials.Materials["snow"];
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if (biome.Equals("Taiga")) return BlockMaterials.Materials["snow"];
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if (biome.Equals("Snow")) return BlockMaterials.Materials["snow"];
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if (biome.Equals("Tundra")) return Blocks.BlockSnow;
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if (biome.Equals("Taiga")) return Blocks.BlockSnow;
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if (biome.Equals("Snow")) return Blocks.BlockSnow;
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if (biome.Equals("Grassland")) return BlockMaterials.Materials["grass"];
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if (biome.Equals("Shrubland")) return BlockMaterials.Materials["grass"];
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if (biome.Equals("TemperateDeciduousForest")) return BlockMaterials.Materials["grass"];
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if (biome.Equals("Grassland")) return Blocks.BlockGrass;
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if (biome.Equals("Shrubland")) return Blocks.BlockGrass;
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if (biome.Equals("TemperateDeciduousForest")) return Blocks.BlockGrass;
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if (biome.Equals("TemperateRainForest")) return BlockMaterials.Materials["grass"];
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if (biome.Equals("TropicalSeasonalForest")) return BlockMaterials.Materials["grass"];
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if (biome.Equals("TropicalForest")) return BlockMaterials.Materials["grass"];
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if (biome.Equals("TropicalRainForest")) return BlockMaterials.Materials["grass"];
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if (biome.Equals("TemperateRainForest")) return Blocks.BlockGrass;
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if (biome.Equals("TropicalSeasonalForest")) return Blocks.BlockGrass;
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if (biome.Equals("TropicalForest")) return Blocks.BlockGrass;
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if (biome.Equals("TropicalRainForest")) return Blocks.BlockGrass;
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if (biome.Equals("Beach")) return BlockMaterials.Materials["sand"];
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if (biome.Equals("Bare")) return BlockMaterials.Materials["sand"];
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if (biome.Equals("Scorched")) return BlockMaterials.Materials["sand"];
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if (biome.Equals("TemperateDesert")) return BlockMaterials.Materials["sand"];
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return biome.Equals("SubtropicalDesert") ? BlockMaterials.Materials["sand"] : BlockMaterials.Materials["water"];
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if (biome.Equals("Beach")) return Blocks.BlockSand;
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if (biome.Equals("Bare")) return Blocks.BlockSand;
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if (biome.Equals("Scorched")) return Blocks.BlockSand;
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if (biome.Equals("TemperateDesert")) return Blocks.BlockSand;
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return biome.Equals("SubtropicalDesert") ? Blocks.BlockSand : Blocks.BlockWater;
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}
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private static string GetBiome(double moisture, double elevation) {
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@@ -11,11 +11,7 @@ public class Inventory {
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public void SetInventory(LinkedList<ItemStack> inventory) {
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this.inventory = inventory;
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}
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public void AddItem(Block block){
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inventory.AddFirst((ItemStack) block);
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}
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public void RemoveItem(ItemStack itemStack){
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inventory.Remove(itemStack);
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}
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@@ -1,11 +1,11 @@
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namespace Collector.Dimension
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{
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public class ItemStack: Block {
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public class ItemStack {
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int value;
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int quantity;
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public ItemStack(string name, int value, int quantity) : base(name)
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public ItemStack(Blocks id, int value, int quantity)
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{
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this.value = value;
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this.quantity = quantity;
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@@ -1,7 +1,6 @@
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using System.Linq;
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using Collector.Character;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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namespace Collector.Dimension
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@@ -23,10 +22,10 @@ namespace Collector.Dimension
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private static void DrawWorld(SpriteBatch batch, int layer)
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{
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foreach (var chunkpair in Chunks.LoadedChunks.Keys.Where(chunkpair => chunkpair.Item3 == layer))
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foreach (var chunkpair in Chunks.LoadedChunks.Keys.Where(chunkpair => layer==chunkpair.Item3))
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{
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batch.Draw(
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BlockMaterials.Textures[Chunks.LoadedChunks[chunkpair].Name],
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Main.Materials[Chunks.LoadedChunks[chunkpair]],
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new Rectangle(
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chunkpair.Item1 << IRestrictions.TileShift,
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chunkpair.Item2 << IRestrictions.TileShift,
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@@ -40,10 +39,11 @@ namespace Collector.Dimension
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public void Draw(GameTime gameTime)
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{
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//Higher means draws in a lower layer
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DrawWorld(_spriteBatch, 0);
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DrawWorld(_spriteBatch,0);
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DrawWorld(_spriteBatch,1);
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_inputController.Draw();
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_inputController.PlayerInput(_main,_playerMouse,gameTime);
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DrawWorld(_spriteBatch, 1);
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DrawWorld(_spriteBatch,2);
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}
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}
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}
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320
Collector/src/ThirdPartyCode/QuadTree.cs
Normal file
320
Collector/src/ThirdPartyCode/QuadTree.cs
Normal file
@@ -0,0 +1,320 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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//Quadtree code
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//https://github.com/futurechris/QuadTree
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namespace QuadTree
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{
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public class QuadTree<T>
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{
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private static Stack<Branch> branchPool = new Stack<Branch>();
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private static Stack<Leaf> leafPool = new Stack<Leaf>();
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private readonly Branch _root;
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private readonly int _splitCount;
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private readonly int _depthLimit;
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private readonly Dictionary<T, Leaf> _leafLookup = new Dictionary<T, Leaf>();
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public QuadTree(int splitCount, int depthLimit, ref Quad region)
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{
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_splitCount = splitCount;
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_depthLimit = depthLimit;
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_root = CreateBranch(this, null, 0, ref region);
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}
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public QuadTree(int splitCount, int depthLimit, Quad region)
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: this(splitCount, depthLimit, ref region)
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{
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}
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public QuadTree(int splitCount, int depthLimit, float x, float y, float width, float height)
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: this(splitCount, depthLimit, new Quad(x, y, x + width, y + height))
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{
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}
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public void Clear()
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{
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_root.Clear();
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_root.Tree = this;
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_leafLookup.Clear();
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}
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public static void ClearPools()
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{
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branchPool = new Stack<Branch>();
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leafPool = new Stack<Leaf>();
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}
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private void Insert(T value, ref Quad quad)
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{
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if (!_leafLookup.TryGetValue(value, out var leaf))
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{
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leaf = CreateLeaf(value, ref quad);
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_leafLookup.Add(value, leaf);
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}
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_root.Insert(leaf);
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}
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public void Insert(T value, Quad quad)
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{
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Insert(value, ref quad);
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}
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public void Insert(T value, float x, float y, float width, float height)
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{
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var quad = new Quad(x, y, x + width, y + height);
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Insert(value, ref quad);
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}
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private bool SearchArea(ref Quad quad, ref List<T> values)
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{
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if (values != null)
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values.Clear();
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else
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values = new List<T>();
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_root.SearchQuad(ref quad, values);
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return values.Count > 0;
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}
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public bool SearchArea(Quad quad, ref List<T> values)
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{
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return SearchArea(ref quad, ref values);
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}
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public bool SearchArea(float x, float y, float width, float height, ref List<T> values)
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{
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var quad = new Quad(x, y, x + width, y + height);
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return SearchArea(ref quad, ref values);
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}
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public bool SearchPoint(float x, float y, ref List<T> values)
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{
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if (values != null)
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values.Clear();
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else
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values = new List<T>();
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_root.SearchPoint(x, y, values);
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return values.Count > 0;
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}
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public bool FindCollisions(T value, ref List<T> values)
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{
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if (values != null)
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values.Clear();
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else
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values = new List<T>(_leafLookup.Count);
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|
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if (!_leafLookup.TryGetValue(value, out var leaf)) return false;
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var branch = leaf.Branch;
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//Add the leaf's siblings (prevent it from colliding with itself)
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if (branch.Leaves.Count > 0)
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foreach (var t in branch.Leaves)
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if (leaf != t && leaf.Quad.Intersects(ref t.Quad))
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values.Add(t.Value);
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|
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//Add the branch's children
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if (branch.Split)
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for (var i = 0; i < 4; ++i)
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if (branch.Branches[i] != null)
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branch.Branches[i].SearchQuad(ref leaf.Quad, values);
|
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//Add all leaves back to the root
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branch = branch.Parent;
|
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while (branch != null)
|
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{
|
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if (branch.Leaves.Count > 0)
|
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foreach (var t in branch.Leaves)
|
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if (leaf.Quad.Intersects(ref t.Quad))
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values.Add(t.Value);
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|
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branch = branch.Parent;
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}
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return false;
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}
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public int CountBranches()
|
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{
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var count = 0;
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CountBranches(_root, ref count);
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return count;
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}
|
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|
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private static void CountBranches(Branch branch, ref int count)
|
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{
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++count;
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if (!branch.Split) return;
|
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for (var i = 0; i < 4; ++i)
|
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if (branch.Branches[i] != null)
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CountBranches(branch.Branches[i], ref count);
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}
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private static Branch CreateBranch(QuadTree<T> tree, Branch parent, int branchDepth, ref Quad quad)
|
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{
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var branch = branchPool.Count > 0 ? branchPool.Pop() : new Branch();
|
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branch.Tree = tree;
|
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branch.Parent = parent;
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branch.Split = false;
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branch.Depth = branchDepth;
|
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var midX = quad.MinX + (quad.MaxX - quad.MinX) * 0.5f;
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var midY = quad.MinY + (quad.MaxY - quad.MinY) * 0.5f;
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branch.Quads[0].Set(quad.MinX, quad.MinY, midX, midY);
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branch.Quads[1].Set(midX, quad.MinY, quad.MaxX, midY);
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branch.Quads[2].Set(midX, midY, quad.MaxX, quad.MaxY);
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branch.Quads[3].Set(quad.MinX, midY, midX, quad.MaxY);
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return branch;
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}
|
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|
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private static Leaf CreateLeaf(T value, ref Quad quad)
|
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{
|
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var leaf = leafPool.Count > 0 ? leafPool.Pop() : new Leaf();
|
||||
leaf.Value = value;
|
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leaf.Quad = quad;
|
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return leaf;
|
||||
}
|
||||
|
||||
public class Branch
|
||||
{
|
||||
internal QuadTree<T> Tree;
|
||||
internal Branch Parent;
|
||||
internal readonly Quad[] Quads = new Quad[4];
|
||||
internal readonly Branch[] Branches = new Branch[4];
|
||||
internal readonly List<Leaf> Leaves = new List<Leaf>();
|
||||
internal bool Split;
|
||||
internal int Depth;
|
||||
|
||||
internal void Clear()
|
||||
{
|
||||
Tree = null;
|
||||
Parent = null;
|
||||
Split = false;
|
||||
|
||||
for (var i = 0; i < 4; ++i)
|
||||
{
|
||||
if (Branches[i] == null) continue;
|
||||
branchPool.Push(Branches[i]);
|
||||
Branches[i].Clear();
|
||||
Branches[i] = null;
|
||||
}
|
||||
|
||||
foreach (var t in Leaves)
|
||||
{
|
||||
leafPool.Push(t);
|
||||
t.Branch = null;
|
||||
t.Value = default;
|
||||
}
|
||||
|
||||
Leaves.Clear();
|
||||
}
|
||||
|
||||
internal void Insert(Leaf leaf)
|
||||
{
|
||||
//If this branch is already split
|
||||
if (Split)
|
||||
{
|
||||
for (var i = 0; i < 4; ++i)
|
||||
{
|
||||
if (!Quads[i].Contains(ref leaf.Quad)) continue;
|
||||
Branches[i] ??= CreateBranch(Tree, this, Depth + 1, ref Quads[i]);
|
||||
Branches[i].Insert(leaf);
|
||||
return;
|
||||
}
|
||||
|
||||
Leaves.Add(leaf);
|
||||
leaf.Branch = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Add the leaf to this node
|
||||
Leaves.Add(leaf);
|
||||
leaf.Branch = this;
|
||||
|
||||
//Once I have reached capacity, split the node
|
||||
if (Leaves.Count >= Tree._splitCount && Depth < Tree._depthLimit)
|
||||
{
|
||||
Split = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void SearchQuad(ref Quad quad, List<T> values)
|
||||
{
|
||||
if (Leaves.Count > 0)
|
||||
foreach (var t in Leaves)
|
||||
if (quad.Intersects(ref t.Quad))
|
||||
values.Add(t.Value);
|
||||
|
||||
for (var i = 0; i < 4; ++i)
|
||||
if (Branches[i] != null)
|
||||
Branches[i].SearchQuad(ref quad, values);
|
||||
}
|
||||
|
||||
internal void SearchPoint(float x, float y, List<T> values)
|
||||
{
|
||||
if (Leaves.Count > 0) values.AddRange(from t in Leaves where t.Quad.Contains(x, y) select t.Value);
|
||||
|
||||
for (var i = 0; i < 4; ++i)
|
||||
if (Branches[i] != null)
|
||||
Branches[i].SearchPoint(x, y, values);
|
||||
}
|
||||
}
|
||||
|
||||
internal class Leaf
|
||||
{
|
||||
internal Branch Branch;
|
||||
internal T Value;
|
||||
internal Quad Quad;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public struct Quad
|
||||
{
|
||||
public float MinX;
|
||||
public float MinY;
|
||||
public float MaxX;
|
||||
public float MaxY;
|
||||
|
||||
public Quad(float minX, float minY, float maxX, float maxY)
|
||||
{
|
||||
MinX = minX;
|
||||
MinY = minY;
|
||||
MaxX = maxX;
|
||||
MaxY = maxY;
|
||||
}
|
||||
|
||||
public void Set(float minX, float minY, float maxX, float maxY)
|
||||
{
|
||||
MinX = minX;
|
||||
MinY = minY;
|
||||
MaxX = maxX;
|
||||
MaxY = maxY;
|
||||
}
|
||||
|
||||
|
||||
public bool Intersects(ref Quad other)
|
||||
{
|
||||
return MinX < other.MaxX && MinY < other.MaxY && MaxX > other.MinX && MaxY > other.MinY;
|
||||
}
|
||||
|
||||
public bool Contains(ref Quad other)
|
||||
{
|
||||
return other.MinX >= MinX && other.MinY >= MinY && other.MaxX <= MaxX && other.MaxY <= MaxY;
|
||||
}
|
||||
|
||||
public bool Contains(float x, float y)
|
||||
{
|
||||
return x > MinX && y > MinY && x < MaxX && y < MaxY;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user