Binding BoundingSpheres to a world matrix in XNA

Posted by NDraskovic on Game Development See other posts from Game Development or by NDraskovic
Published on 2012-07-11T13:06:45Z Indexed on 2012/07/11 15:24 UTC
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I made a program that loads the locations of items on the scene from a file like this:

using (StreamReader sr = new StreamReader(OpenFileDialog1.FileName))
                    {
                        String line;
                        while ((line = sr.ReadLine()) != null)
                        {
                            red = line.Split(',');                            
                            model = row[0];
                            x = row[1];
                            y = row[2];
                            z = row[3];
                            elements.Add(Convert.ToInt32(model));
                            data.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)));                                                                         
                            sfepheres.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f));                                              
                        }

I also have a list of BoundingSpheres (called spheres) that adds a new bounding sphere for each line from the file. In this program I have one item (a simple box) that moves (it has its world matrix called matrixBox), and other items are static entire time (there is a world matrix that holds those elements called simply world). The problem i that when I move the box, bounding spheres move with it. So how can I bind all BoundingSpheres (except the one corresponding to the box) to the static world matrix so that they stay in their place when the box moves?

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