Merge pull request #71423 from raulsntos/dotnet/intersects-without-include_borders
C#: Remove `includeBorders` parameter from `Rect2i.Intersects` and `AABB.Intersects`
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commit
e51426cab9
2 changed files with 22 additions and 64 deletions
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@ -437,48 +437,25 @@ namespace Godot
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/// <summary>
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/// Returns <see langword="true"/> if the <see cref="AABB"/> overlaps with <paramref name="with"/>
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/// (i.e. they have at least one point in common).
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///
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/// If <paramref name="includeBorders"/> is <see langword="true"/>,
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/// they will also be considered overlapping if their borders touch,
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/// even without intersection.
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/// </summary>
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/// <param name="with">The other <see cref="AABB"/> to check for intersections with.</param>
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/// <param name="includeBorders">Whether or not to consider borders.</param>
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/// <returns>
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/// A <see langword="bool"/> for whether or not they are intersecting.
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/// </returns>
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public readonly bool Intersects(AABB with, bool includeBorders = false)
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public readonly bool Intersects(AABB with)
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{
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if (includeBorders)
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{
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if (_position.x > with._position.x + with._size.x)
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return false;
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if (_position.x + _size.x < with._position.x)
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return false;
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if (_position.y > with._position.y + with._size.y)
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return false;
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if (_position.y + _size.y < with._position.y)
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return false;
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if (_position.z > with._position.z + with._size.z)
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return false;
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if (_position.z + _size.z < with._position.z)
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return false;
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}
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else
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{
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if (_position.x >= with._position.x + with._size.x)
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return false;
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if (_position.x + _size.x <= with._position.x)
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return false;
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if (_position.y >= with._position.y + with._size.y)
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return false;
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if (_position.y + _size.y <= with._position.y)
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return false;
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if (_position.z >= with._position.z + with._size.z)
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return false;
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if (_position.z + _size.z <= with._position.z)
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return false;
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}
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if (_position.x >= with._position.x + with._size.x)
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return false;
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if (_position.x + _size.x <= with._position.x)
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return false;
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if (_position.y >= with._position.y + with._size.y)
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return false;
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if (_position.y + _size.y <= with._position.y)
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return false;
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if (_position.z >= with._position.z + with._size.z)
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return false;
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if (_position.z + _size.z <= with._position.z)
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return false;
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return true;
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}
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@ -275,38 +275,19 @@ namespace Godot
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/// <summary>
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/// Returns <see langword="true"/> if the <see cref="Rect2i"/> overlaps with <paramref name="b"/>
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/// (i.e. they have at least one point in common).
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///
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/// If <paramref name="includeBorders"/> is <see langword="true"/>,
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/// they will also be considered overlapping if their borders touch,
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/// even without intersection.
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/// </summary>
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/// <param name="b">The other <see cref="Rect2i"/> to check for intersections with.</param>
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/// <param name="includeBorders">Whether or not to consider borders.</param>
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/// <returns>A <see langword="bool"/> for whether or not they are intersecting.</returns>
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public readonly bool Intersects(Rect2i b, bool includeBorders = false)
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public readonly bool Intersects(Rect2i b)
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{
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if (includeBorders)
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{
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if (_position.x > b._position.x + b._size.x)
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return false;
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if (_position.x + _size.x < b._position.x)
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return false;
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if (_position.y > b._position.y + b._size.y)
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return false;
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if (_position.y + _size.y < b._position.y)
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return false;
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}
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else
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{
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if (_position.x >= b._position.x + b._size.x)
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return false;
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if (_position.x + _size.x <= b._position.x)
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return false;
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if (_position.y >= b._position.y + b._size.y)
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return false;
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if (_position.y + _size.y <= b._position.y)
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return false;
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}
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if (_position.x >= b._position.x + b._size.x)
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return false;
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if (_position.x + _size.x <= b._position.x)
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return false;
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if (_position.y >= b._position.y + b._size.y)
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return false;
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if (_position.y + _size.y <= b._position.y)
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return false;
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return true;
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}
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