// Return reference to a voxel map that intersects with the specified sphere. If not intersection, null is returned. // We don't look for closest intersection - so we stop on first intersection found. // Params: // sphere - sphere we want to test for intersection public static MyVoxelMap GetIntersectionWithSphere(ref BoundingSphere sphere, MyVoxelMap selected) { for (int i = 0; i < m_voxelMaps.Count; i++) { if (selected == null || m_voxelMaps[i] == selected) { MyVoxelMap voxelMap = m_voxelMaps[i]; if (voxelMap.IsSphereIntersectingBoundingBoxOfThisVoxelMap(ref sphere)) { return(voxelMap); } } } // No intersection found return(null); }