Bounding Rectangle
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using System.Globalization;
using System.Runtime.InteropServices;
namespace Krypton.Common
{
/// <summary>
/// Much like Rectangle, but stored as two Vector2s
/// </summary>
public struct BoundingRect
{
public Vector2 Min;
public Vector2 Max;
public float Left { get { return this.Min.X; } }
public float Right { get { return this.Max.X; } }
public float Top { get { return this.Max.Y; } }
public float Bottom { get { return this.Min.Y; } }
public float Width { get { return this.Max.X - this.Min.X; } }
public float Height { get { return this.Max.Y - this.Min.Y; } }
private static BoundingRect mEmpty;
private static BoundingRect mMinMax;
static BoundingRect()
{
BoundingRect.mEmpty = new BoundingRect();
BoundingRect.mMinMax = new BoundingRect(Vector2.One * float.MinValue, Vector2.One * float.MaxValue);
}
public Vector2 Center
{
get { return (this.Min + this.Max) / 2; }
}
public static BoundingRect Empty
{
get { return BoundingRect.mEmpty; }
}
public static BoundingRect MinMax
{
get { return BoundingRect.mMinMax; }
}
public bool IsZero
{
get
{
return
(this.Min.X == 0) &&
(this.Min.Y == 0) &&
(this.Max.X == 0) &&
(this.Max.Y == 0);
}
}
public BoundingRect(float x, float y, float width, float height)
{
this.Min.X = x;
this.Min.Y = y;
this.Max.X = x + width;
this.Max.Y = y + height;
}
public BoundingRect(Vector2 min, Vector2 max)
{
this.Min = min;
this.Max = max;
}
public bool Contains(float x, float y)
{
return
(this.Min.X <= x) &&
(this.Min.Y <= y) &&
(this.Max.X >= x) &&
(this.Max.Y >= y);
}
public bool Contains(Vector2 vector)
{
return
(this.Min.X <= vector.X) &&
(this.Min.Y <= vector.Y) &&
(this.Max.X >= vector.X) &&
(this.Max.Y >= vector.Y);
}
public void Contains(ref Vector2 rect, out bool result)
{
result =
(this.Min.X <= rect.X) &&
(this.Min.Y <= rect.Y) &&
(this.Max.X >= rect.X) &&
(this.Max.Y >= rect.Y);
}
public bool Contains(BoundingRect rect)
{
return
(this.Min.X <= rect.Min.X) &&
(this.Min.Y <= rect.Min.Y) &&
(this.Max.X >= rect.Max.X) &&
(this.Max.Y >= rect.Max.Y);
}
public void Contains(ref BoundingRect rect, out bool result)
{
result =
(this.Min.X <= rect.Min.X) &&
(this.Min.Y <= rect.Min.Y) &&
(this.Max.X >= rect.Max.X) &&
(this.Max.Y >= rect.Max.Y) ;
}
public bool Intersects(BoundingRect rect)
{
return
(this.Min.X < rect.Max.X) &&
(this.Min.Y < rect.Max.Y) &&
(this.Max.X > rect.Min.X) &&
(this.Max.Y > rect.Min.Y);
}
public void Intersects(ref BoundingRect rect, out bool result)
{
result =
(this.Min.X < rect.Max.X) &&
(this.Min.Y < rect.Max.Y) &&
(this.Max.X > rect.Min.X) &&
(this.Max.Y > rect.Min.Y);
}
public static BoundingRect Intersect(BoundingRect rect1, BoundingRect rect2)
{
BoundingRect result;
float num8 = rect1.Max.X;
float num7 = rect2.Max.X;
float num6 = rect1.Max.Y;
float num5 = rect2.Max.Y;
float num2 = (rect1.Min.X > rect2.Min.X) ? rect1.Min.X : rect2.Min.X;
float num = (rect1.Min.Y > rect2.Min.Y) ? rect1.Min.Y : rect2.Min.Y;
float num4 = (num8 < num7) ? num8 : num7;
float num3 = (num6 < num5) ? num6 : num5;
if ((num4 > num2) && (num3 > num))
{
result.Min.X = num2;
result.Min.Y = num;
result.Max.X = num4;
result.Max.Y = num3;
return result;
}
result.Min.X = 0;
result.Min.Y = 0;
result.Max.X = 0;
result.Max.Y = 0;
return result;
}
public static void Intersect(ref BoundingRect rect1, ref BoundingRect rect2, out BoundingRect result)
{
float num8 = rect1.Max.X;
float num7 = rect2.Max.X;
float num6 = rect1.Max.Y;
float num5 = rect2.Max.Y;
float num2 = (rect1.Min.X > rect2.Min.X) ? rect1.Min.X : rect2.Min.X;
float num = (rect1.Min.Y > rect2.Min.Y) ? rect1.Min.Y : rect2.Min.Y;
float num4 = (num8 < num7) ? num8 : num7;
float num3 = (num6 < num5) ? num6 : num5;
if ((num4 > num2) && (num3 > num))
{
result.Min.X = num2;
result.Min.Y = num;
result.Max.X = num4;
result.Max.Y = num3;
}
result.Min.X = 0;
result.Min.Y = 0;
result.Max.X = 0;
result.Max.Y = 0;
}
public static BoundingRect Union(BoundingRect rect1, BoundingRect rect2)
{
BoundingRect result;
float num6 = rect1.Max.X;
float num5 = rect2.Max.X;
float num4 = rect1.Max.Y;
float num3 = rect2.Max.Y;
float num2 = (rect1.Min.X < rect2.Min.X) ? rect1.Min.X : rect2.Min.X;
float num = (rect1.Min.Y < rect2.Min.Y) ? rect1.Min.Y : rect2.Min.Y;
float num8 = (num6 > num5) ? num6 : num5;
float num7 = (num4 > num3) ? num4 : num3;
result.Min.X = num2;
result.Min.Y = num;
result.Max.X = num8;
result.Max.Y = num7;
return result;
}
public static void Union(ref BoundingRect rect1, ref BoundingRect rect2, out BoundingRect result)
{
float num6 = rect1.Max.X;
float num5 = rect2.Max.X;
float num4 = rect1.Max.Y;
float num3 = rect2.Max.Y;
float num2 = (rect1.Min.X < rect2.Min.X) ? rect1.Min.X : rect2.Min.X;
float num = (rect1.Min.Y < rect2.Min.Y) ? rect1.Min.Y : rect2.Min.Y;
float num8 = (num6 > num5) ? num6 : num5;
float num7 = (num4 > num3) ? num4 : num3;
result.Min.X = num2;
result.Min.Y = num;
result.Max.X = num8;
result.Max.Y = num7;
}
public bool Equals(BoundingRect other)
{
return
(this.Min.X == other.Min.X) &&
(this.Min.Y == other.Min.Y) &&
(this.Max.X == other.Max.X) &&
(this.Max.Y == other.Max.Y);
}
public override int GetHashCode()
{
return this.Min.GetHashCode() + this.Max.GetHashCode();
}
public static bool operator ==(BoundingRect a, BoundingRect b)
{
return
(a.Min.X == b.Min.X) &&
(a.Min.Y == b.Min.Y) &&
(a.Max.X == b.Max.X) &&
(a.Max.Y == b.Max.Y);
}
public static bool operator !=(BoundingRect a, BoundingRect b)
{
return
(a.Min.X != b.Min.X) ||
(a.Min.Y != b.Min.Y) ||
(a.Max.X != b.Max.X) ||
(a.Max.Y != b.Max.Y);
}
public override bool Equals(object obj)
{
if (obj is BoundingRect)
{
return this == (BoundingRect)obj;
}
return false;
}
}
}
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