Function maskMaskOverlapTransformed

  • 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 boolean