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https://github.com/aharabada/glitchy-engine-beef.git
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Added constructor and SetData to Texture2D
obviously this has to be done for the other texture types as well at some point
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using System;
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namespace GlitchyEngine.Math
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{
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public struct ResourceBox
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{
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/// The x position of the left hand side of the box.
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public uint32 Left;
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/// The y position of the top of the box.
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public uint32 Top;
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/// The z position of the front of the box.
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public uint32 Front;
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/// The x position of the right hand side of the box.
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public uint32 Right;
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/// The y position of the bottom of the box.
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public uint32 Bottom;
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/// The z position of the back of the box.
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public uint32 Back;
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/**
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* Returns true if the box is empty.
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* A box is empty if the top value is greater than or equal to the bottom value,
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* or the left value is greater than or equal to the right value,
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* or the front value is greater than or equal to the back value.
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*/
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public bool IsEmpty => Top >= Bottom || Left >= Right || Front >= Back;
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/**
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* Instantiates a new instance of an uninitialized Box structure.
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*/
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public this()
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{
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this = default;
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}
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/**
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* Instantiates a new instance of a Box structure that is initialized with the dimensions of a box.
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*/
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public this(uint32 left, uint32 top, uint32 front, uint32 right, uint32 bottom, uint32 back)
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{
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Left = left;
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Top = top;
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Front = front;
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Right = right;
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Bottom = bottom;
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Back = back;
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}
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[Inline]
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public static bool operator ==(ResourceBox l, ResourceBox r)
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{
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return l.Left == r.Left && l.Top == r.Top && l.Front == r.Front &&
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l.Right == r.Right && l.Bottom == r.Bottom && l.Back == r.Back;
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}
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[Inline]
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public static bool operator !=(ResourceBox l, ResourceBox r)
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{
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return !(l == r);
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}
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}
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}
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