rendered paste body public Vector3 Collision(Model model, float angle, Vector3 posi, string mesh)
{
model.Meshes[mesh].VertexBuffer.GetData<Vector3>(vertex);
this.posi = posi;
this.posi.Y = CheckVertex();
return this.posi;
}
private float CheckVertex()
{
int count2 = 0;
for (int count = 0; count < vertex.Length; count++)
{
if (count > 0)
{
for (count2 = 0; count2 < 3; count2++)
{
if (four[count2] == Vector3.Zero)
four[count2] = vertex[count];
else
if (Math.Abs(Math.Sqrt((Math.Pow((vertex[count].X - posi.X), 2) + Math.Pow((vertex[count].Z - posi.Z), 2)))) <=
Math.Abs(Math.Sqrt((Math.Pow((four[count2].X - posi.X), 2) + Math.Pow((four[count2].Z - posi.Z), 2)))))
{
four[count2] = vertex[count];
count2 = 3;
}
}
}
else
four[0] = vertex[0];
count2 = 0;
}
inter = Intersect();
return 2;
}