public bool Overlaps(Sphere other)
        {
            Vector3 diff = other.center - center;
            float   f    = radius + other.radius;

            return(diff.MagnitudeSqr() <= (radius * radius));
        }
        public Vector3 ClosestPoint(Vector3 p)
        {
            Vector3 toPoint = p - center;

            if (toPoint.MagnitudeSqr() > radius * radius)
            {
                toPoint = toPoint.GetNormalized() * radius;
            }
            return(center + toPoint);
        }
        public bool Overlaps(Vector3 p)
        {
            Vector3 toPoint = p - center;

            return(toPoint.MagnitudeSqr() <= (radius * radius));
        }