UnityEngine.Vector2.Min(UnityEngine.Vector2, UnityEngine.Vector2)

Here are the examples of the csharp api UnityEngine.Vector2.Min(UnityEngine.Vector2, UnityEngine.Vector2) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

4 Examples 7

19 View Source File : BoundsUtils.cs
License : GNU General Public License v3.0
Project Creator : Keelhauled

public static Rect BoundsToScreenRect(this Bounds bounds, Camera camera)
        {
            var cen = bounds.center;
            var ext = bounds.extents;
            var extentPoints = new Vector2[8]
            {
                camera.WorldToScreenPoint(new Vector3(cen.x-ext.x, cen.y-ext.y, cen.z-ext.z)),
                camera.WorldToScreenPoint(new Vector3(cen.x+ext.x, cen.y-ext.y, cen.z-ext.z)),
                camera.WorldToScreenPoint(new Vector3(cen.x-ext.x, cen.y-ext.y, cen.z+ext.z)),
                camera.WorldToScreenPoint(new Vector3(cen.x+ext.x, cen.y-ext.y, cen.z+ext.z)),
                camera.WorldToScreenPoint(new Vector3(cen.x-ext.x, cen.y+ext.y, cen.z-ext.z)),
                camera.WorldToScreenPoint(new Vector3(cen.x+ext.x, cen.y+ext.y, cen.z-ext.z)),
                camera.WorldToScreenPoint(new Vector3(cen.x-ext.x, cen.y+ext.y, cen.z+ext.z)),
                camera.WorldToScreenPoint(new Vector3(cen.x+ext.x, cen.y+ext.y, cen.z+ext.z))
            };

            var min = extentPoints[0];
            var max = extentPoints[0];
            foreach(var v in extentPoints)
            {
                min = Vector2.Min(min, v);
                max = Vector2.Max(max, v);
            }

            return new Rect(min.x, min.y, max.x-min.x, max.y-min.y);
        }

19 View Source File : Geometry.cs
License : MIT License
Project Creator : microsoft

public static Rect GetRect(IList<Vector2> vertices)
		{
			Vector2 min = vertices[0];
			Vector2 max = vertices[0];
			for (var i = 1; i < vertices.Count; i++)
			{
				var vertex = vertices[i];
				min = Vector2.Min(min, vertex);
				max = Vector2.Max(max, vertex);
			}
			return Rect.MinMaxRect(min.x, min.y, max.x, max.y);
		}

19 View Source File : TransformExtensions.cs
License : MIT License
Project Creator : peteschmitz

public static Rect AsGuiRect(this Bounds bounds)
    {
        Vector3 cen = bounds.center;
        Vector3 ext = bounds.extents;
        Vector2[] extentPoints = new Vector2[8]
         {
               WorldToGUIPoint(new Vector3(cen.x-ext.x, cen.y-ext.y, cen.z-ext.z)),
               WorldToGUIPoint(new Vector3(cen.x+ext.x, cen.y-ext.y, cen.z-ext.z)),
               WorldToGUIPoint(new Vector3(cen.x-ext.x, cen.y-ext.y, cen.z+ext.z)),
               WorldToGUIPoint(new Vector3(cen.x+ext.x, cen.y-ext.y, cen.z+ext.z)),
               WorldToGUIPoint(new Vector3(cen.x-ext.x, cen.y+ext.y, cen.z-ext.z)),
               WorldToGUIPoint(new Vector3(cen.x+ext.x, cen.y+ext.y, cen.z-ext.z)),
               WorldToGUIPoint(new Vector3(cen.x-ext.x, cen.y+ext.y, cen.z+ext.z)),
               WorldToGUIPoint(new Vector3(cen.x+ext.x, cen.y+ext.y, cen.z+ext.z))
         };
        Vector2 min = extentPoints[0];
        Vector2 max = extentPoints[0];
        foreach (Vector2 v in extentPoints)
        {
            min = Vector2.Min(min, v);
            max = Vector2.Max(max, v);
        }
        return new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
    }

19 View Source File : GroupController.cs
License : MIT License
Project Creator : XINCGer

public void Select (Vector2 _start, Vector2 _end) {
			_start.y = Screen.height - _start.y;
			_end.y = Screen.height - _end.y;

			Vector2 start = Vector2.Min(_start, _end);
			Vector2 end = Vector2.Max(_start, _end);

			if ((end-start).sqrMagnitude < 4*4) return;

			selection.Clear();

			RVOExampleAgent[] rvo = FindObjectsOfType(typeof(RVOExampleAgent)) as RVOExampleAgent[];
			for (int i = 0; i < rvo.Length; i++) {
				Vector2 sp = cam.WorldToScreenPoint(rvo[i].transform.position);
				if (sp.x > start.x && sp.y > start.y && sp.x < end.x && sp.y < end.y) {
					selection.Add(rvo[i]);
				}
			}
		}