private bool Collision(BasicModel playerModel, BasicModel asteroidModel) { // Check two models for collision using their bounding spheres foreach (ModelMesh playerMesh in playerModel.model.Meshes) { foreach (ModelMesh asteroidMesh in asteroidModel.model.Meshes) { if (asteroidMesh.BoundingSphere.Transform(asteroidModel.GetWorldForBoundingSphere()). Intersects(playerMesh.BoundingSphere.Transform(playerModel.GetWorldForBoundingSphere()))) { return(true); } } } return(false); }
private bool Collision(BasicModel playerModel, BasicModel asteroidModel) { // Check two models for collision using their bounding spheres foreach (ModelMesh playerMesh in playerModel.model.Meshes) { foreach (ModelMesh asteroidMesh in asteroidModel.model.Meshes) { if (asteroidMesh.BoundingSphere.Transform(asteroidModel.GetWorldForBoundingSphere()). Intersects(playerMesh.BoundingSphere.Transform(playerModel.GetWorldForBoundingSphere()))) return true; } } return false; }