/// <summary> /// Returns true if this bound is either intersecting or colliding with the other bound. /// </summary> public bool Intersects(Bound other) { // TODO: optimize this function to avoid the sqrt Real centerDistances = Vector2r.Distance(X, Z, other.X, other.Z); Real range = Radius + other.Radius; return range >= centerDistances; }
private static Vector2r ToVec(Bound bound) { return new Vector2r(bound.X, bound.Z); }