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44 lines
No EOL
2.2 KiB
C#
44 lines
No EOL
2.2 KiB
C#
using Microsoft.Xna.Framework;
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using MLEM.Extensions;
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using MonoGame.Extended;
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namespace MLEM.Extended.Extensions {
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/// <summary>
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/// A set of extension methods that convert MLEM types to MonoGame.Extended types and vice versa.
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/// </summary>
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public static class NumberExtensions {
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/// <summary>
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/// Converts a MLEM <see cref="Misc.RectangleF"/> to a MonoGame.Extended <see cref="RectangleF"/>.
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/// </summary>
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/// <param name="rect">The rectangle to convert</param>
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/// <returns>The converted rectangle</returns>
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public static RectangleF ToExtended(this Misc.RectangleF rect) {
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return new RectangleF(rect.X, rect.Y, rect.Width, rect.Height);
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}
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/// <summary>
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/// Converts a MonoGame.Extended <see cref="RectangleF"/> to a MLEM <see cref="Misc.RectangleF"/>.
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/// </summary>
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/// <param name="rect">The rectangle to convert</param>
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/// <returns>The converted rectangle</returns>
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public static Misc.RectangleF ToMlem(this RectangleF rect) {
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return new Misc.RectangleF(rect.X, rect.Y, rect.Width, rect.Height);
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}
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/// <summary>
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/// Calculates the amount that the rectangle <paramref name="rect"/> is penetrating the rectangle <paramref name="other"/> by.
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/// If a penetration on both axes is occuring, the one with the lower value is returned.
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/// This is useful for collision detection, as it can be used to push colliding objects out of each other.
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/// </summary>
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/// <param name="rect">The rectangle to do the penetration</param>
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/// <param name="other">The rectangle that should be penetrated</param>
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/// <param name="normal">The direction that the penetration occured in</param>
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/// <param name="penetration">The amount that the penetration occured by, in the direction of <paramref name="normal"/></param>
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/// <returns>Whether or not a penetration occured</returns>
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public static bool Penetrate(this RectangleF rect, RectangleF other, out Vector2 normal, out float penetration) {
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return rect.ToMlem().Penetrate(other.ToMlem(), out normal, out penetration);
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}
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}
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} |