public bool isColliding(CubeMesh other) { return(this.Position.x + this.Scale.x > other.Position.x + other.Scale.x && this.Position.x - this.Scale.x < other.Position.x - other.Scale.x && this.Position.y + this.Scale.y > other.Position.y + other.Scale.y && this.Position.y - this.Scale.y < other.Position.y - other.Scale.y); }
public bool HasCollidedWith(CubeMesh target) { bool xHasNotCollided = this.Position.x - this.Scale.x > target.Position.x + target.Scale.x || this.Position.x + this.Scale.x < target.Position.x - target.Scale.x; bool yHasNotCollided = this.Position.y - this.Scale.y > target.Position.y + target.Scale.y || this.Position.y + this.Scale.y < target.Position.y - target.Scale.y; bool zHasNotCollided = this.Position.z - this.Scale.z > target.Position.z + target.Scale.z || this.Position.z + this.Scale.z < target.Position.z - target.Scale.z; return(!(xHasNotCollided || yHasNotCollided || zHasNotCollided)); }