protected void updateBoundingRects() {
		float maxX = startX[0];
		float minX = startX[0];
		float maxY = startY[0];
		float minY = startY[0];

		for (int i = 0; i < rayNum; i++) {
			maxX = maxX > startX[i] ? maxX : startX[i];
			maxX = maxX > mx[i] ? maxX : mx[i];
			minX = minX < startX[i] ? minX : startX[i];
			minX = minX < mx[i] ? minX : mx[i];
			maxY = maxY > startY[i] ? maxY : startY[i];
			maxY = maxY > my[i] ? maxY : my[i];
			minY = minY < startY[i] ? minY : startY[i];
			minY = minY < my[i] ? minY : my[i];
		}
		chainLightBounds.set(minX, minY, maxX - minX, maxY - minY);
		rayHandlerBounds.set(
			rayHandler.x1, rayHandler.y1,
			rayHandler.x2 - rayHandler.x1, rayHandler.y2 - rayHandler.y1);
	}
protected void updateBoundingRects ( ) { float maxX = startX [ 0 ] ; float minX = startX [ 0 ] ; float maxY = startY [ 0 ] ; float minY = startY [ 0 ] ; for ( int i = 0 ; i < rayNum ; i ++ ) { maxX = maxX > startX [ i ] ? maxX : startX [ i ] ; maxX = maxX > mx [ i ] ? maxX : mx [ i ] ; minX = minX < startX [ i ] ? minX : startX [ i ] ; minX = minX < mx [ i ] ? minX : mx [ i ] ; maxY = maxY > startY [ i ] ? maxY : startY [ i ] ; maxY = maxY > my [ i ] ? maxY : my [ i ] ; minY = minY < startY [ i ] ? minY : startY [ i ] ; minY = minY < my [ i ] ? minY : my [ i ] ; } chainLightBounds . set ( minX , minY , maxX - minX , maxY - minY ) ; rayHandlerBounds . set ( rayHandler . x1 , rayHandler . y1 , rayHandler . x2 - rayHandler . x1 , rayHandler . y2 - rayHandler . y1 ) ; }
Internal method for bounding rectangle recalculation *