Returns true iff any pixel that is solid in mask a (under
ta) is also solid in mask b (under tb) anywhere their
scene-space AABBs intersect.
For unrotated, unmoved masks (default transforms), this matches
maskMaskOverlap but with extra arithmetic per sample —
use the simpler axis-aligned function in that hot path. This
variant is called by PixelPerfectSprite when either
sprite has rotation !== 0.
Per-pixel cost: 4 muls + 4 adds + 2 floors per mask sample, vs
one indexed read for the axis-aligned variant. AABB-cull bound
keeps the loop tight on small overlaps.
Returns
trueiff any pixel that is solid in maska(underta) is also solid in maskb(undertb) anywhere their scene-space AABBs intersect.For unrotated, unmoved masks (default transforms), this matches maskMaskOverlap but with extra arithmetic per sample — use the simpler axis-aligned function in that hot path. This variant is called by PixelPerfectSprite when either sprite has
rotation !== 0.Per-pixel cost: 4 muls + 4 adds + 2 floors per mask sample, vs one indexed read for the axis-aligned variant. AABB-cull bound keeps the loop tight on small overlaps.