protected static bool Intersect(Sphere o1, Sphere o2) { return Vector3.Distance(o1.Position, o2.Position) < o1.Radius + o2.Radius; }
protected static bool Intersect(Box o1, Sphere o2) { return Math.Abs(o1.Position.X - o2.Position.X) < o1.Size.X / 2 + o2.Radius && Math.Abs(o1.Position.Y - o2.Position.Y) < o1.Size.Y / 2 + o2.Radius && Math.Abs(o1.Position.Z - o2.Position.Z) < o1.Size.X / 2 + o2.Radius; }