bool getNextHullPoint( ref Vector2 last, ref Vector2 current, out Vector2 next )
{
int x;
int y;
int indexOfFirstPixelToCheck = getIndexOfFirstPixelToCheck( ref last, ref current );
int indexOfPixelToCheck;
for( int i = 0; i < closepixelsLength; i++ )
{
indexOfPixelToCheck = ( indexOfFirstPixelToCheck + i ) % closepixelsLength;
x = (int)current.X + _closePixels[indexOfPixelToCheck, 0];
y = (int)current.Y + _closePixels[indexOfPixelToCheck, 1];
if( x >= 0 && x < _width && y >= 0 && y <= _height )
{
if( isSolid( ref x, ref y ) )
{
next = new Vector2( x, y );
return true;
}
}
}
next = Vector2.Zero;
return false;
}