public float?Intersects(BoundingSphere sphere) { return(rdx.xna().Intersects(sphere.dx().xna())); }
public static float?RaycastFace(Face f, Ray r) { r = r.Transform(Matrix.Invert(f.GetWorldMatrix())); return(r.xna().Intersects(new BoundingBox(new Vector3(0, 0, 0), new Vector3(f.Size.X, f.Size.Y, 0)))); }