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MLEM/MLEM.Extended/Extensions/NumberExtensions.cs

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using Microsoft.Xna.Framework;
using MLEM.Extensions;
using MonoGame.Extended;
namespace MLEM.Extended.Extensions {
/// <summary>
/// A set of extension methods that convert MLEM types to MonoGame.Extended types and vice versa.
/// </summary>
public static class NumberExtensions {
/// <summary>
/// Converts a MLEM <see cref="Misc.RectangleF"/> to a MonoGame.Extended <see cref="RectangleF"/>.
/// </summary>
/// <param name="rect">The rectangle to convert</param>
/// <returns>The converted rectangle</returns>
public static RectangleF ToExtended(this Misc.RectangleF rect) {
return new RectangleF(rect.X, rect.Y, rect.Width, rect.Height);
}
/// <summary>
/// Converts a MonoGame.Extended <see cref="RectangleF"/> to a MLEM <see cref="Misc.RectangleF"/>.
/// </summary>
/// <param name="rect">The rectangle to convert</param>
/// <returns>The converted rectangle</returns>
public static Misc.RectangleF ToMlem(this RectangleF rect) {
return new Misc.RectangleF(rect.X, rect.Y, rect.Width, rect.Height);
}
/// <summary>
/// Calculates the amount that the rectangle <paramref name="rect"/> is penetrating the rectangle <paramref name="other"/> by.
/// If a penetration on both axes is occuring, the one with the lower value is returned.
/// This is useful for collision detection, as it can be used to push colliding objects out of each other.
/// </summary>
/// <param name="rect">The rectangle to do the penetration</param>
/// <param name="other">The rectangle that should be penetrated</param>
/// <param name="normal">The direction that the penetration occured in</param>
/// <param name="penetration">The amount that the penetration occured by, in the direction of <paramref name="normal"/></param>
/// <returns>Whether or not a penetration occured</returns>
public static bool Penetrate(this RectangleF rect, RectangleF other, out Vector2 normal, out float penetration) {
return rect.ToMlem().Penetrate(other.ToMlem(), out normal, out penetration);
}
}
}