public bool Intersect(SphereRigid C)
        {
            bool b = true;

            if (Vector3.Distance(this.PositionCenterEngine, C.PositionCenterEngine) < (this.Radius + C.Radius))
            {
                b = false;
            }
            return(b);
        }
        public SphereRigid(SphereRigid anotherRB)
            : base(MathHelperModule.GetSphereRigid2DCoordinatesPositionXNA(anotherRB.PositionXNA, anotherRB.Radius),
                   MathHelperModule.GetPositionCenter(anotherRB.PositionXNA, anotherRB.Radius), TextureType.DefaultCircle)
        {
            this._positionCenter = anotherRB.PositionXNA;
            this._positionCenter = anotherRB.PositionCenterEngine;

            this.Width  = anotherRB.Width;
            this.Height = anotherRB.Height;

            this.vertices = RigidsHelperModule.MakeNewVPCMatrix(anotherRB.vertices);
            this.InverseInertiaTensorWorld = anotherRB.InverseInertiaTensorWorld;


            this.baseMomentOfInertia = anotherRB.baseMomentOfInertia;
            //this.basicEffect = anotherRB.basicEffect;
            this.acceleration          = anotherRB.acceleration;
            this.canSleep              = anotherRB.canSleep;
            this.Center                = anotherRB.Center;
            this.dAngle                = anotherRB.dAngle;
            this.torqueAccum           = anotherRB.torqueAccum;
            this.torque                = anotherRB.torque;
            this.EnlargingFactor       = anotherRB.EnlargingFactor;
            this.gravity               = anotherRB.gravity;
            this.Radius                = anotherRB.Radius;
            this.isAwake               = anotherRB.isAwake;
            this.IsCollidable          = anotherRB.IsCollidable;
            this.IsClicked             = anotherRB.IsClicked;
            this.LastFrameAcceleration = anotherRB.LastFrameAcceleration;
            this.LastFrameVelocity     = anotherRB.LastFrameVelocity;
            this.Mass            = anotherRB.Mass;
            this.InvMass         = anotherRB.InvMass;
            this.material        = anotherRB.material;
            this.motion          = anotherRB.motion;
            this.orientation     = anotherRB.orientation;
            this.RectangleArea   = anotherRB.RectangleArea;
            this.TextureType     = anotherRB.TextureType;
            this.sleepEpsilon    = anotherRB.sleepEpsilon;
            this.angVelocity     = anotherRB.angVelocity;
            this.angAcceleration = anotherRB.angAcceleration;
            this.divisions       = anotherRB.divisions;
            this.wired           = anotherRB.wired;
            this.InitRotation    = anotherRB.InitRotation;
            this.InitTorque      = anotherRB.InitTorque;
        }