(f0d812055) v0.9.9.0
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@@ -57,5 +57,43 @@ namespace Barotrauma.Extensions
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var size = rect.MultiplySize(scale);
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return new Rectangle(rect.X, rect.Y, size.X, size.Y);
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}
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public static bool IntersectsWorld(this Rectangle rect, Rectangle value)
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{
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int bottom = rect.Y - rect.Height;
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int otherBottom = value.Y - value.Height;
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return value.Left < rect.Right && rect.Left < value.Right &&
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value.Top > bottom && rect.Top > otherBottom;
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}
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/// <summary>
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/// Like the XNA method, but treats the y-coordinate so that up is greater and down is lower.
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/// </summary>
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public static bool ContainsWorld(this Rectangle rect, Rectangle other)
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{
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return
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(rect.X <= other.X) && ((other.X + other.Width) <= (rect.X + rect.Width)) &&
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(rect.Y >= other.Y) && ((other.Y - other.Height) >= (rect.Y - rect.Height));
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}
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/// <summary>
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/// Like the XNA method, but treats the y-coordinate so that up is greater and down is lower.
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/// </summary>
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public static bool ContainsWorld(this Rectangle rect, Vector2 point)
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{
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return
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(rect.X <= point.X) && (point.X < (rect.X + rect.Width)) &&
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(rect.Y >= point.Y) && (point.Y > (rect.Y - rect.Height));
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}
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/// <summary>
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/// Like the XNA method, but treats the y-coordinate so that up is greater and down is lower.
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/// </summary>
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public static bool ContainsWorld(this Rectangle rect, Point point)
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{
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return
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(rect.X <= point.X) && (point.X < (rect.X + rect.Width)) &&
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(rect.Y >= point.Y) && (point.Y > (rect.Y - rect.Height));
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}
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}
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}
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