public bool Contains(BasicSphere s) { float sqSep = Primitives.DistanceSquared(s.center, center); return (sqSep + s.radius * s.radius) <= radius * radius; }
public bool SphereOverlap(BasicSphere S) { return(Primitives.DistanceSquared(center, S.center) < Primitives.Square(radius + S.radius)); }
public bool SphereOverlap(BasicSphere S) { return Primitives.DistanceSquared(center, S.center) < Primitives.Square(radius + S.radius); }
public bool Contains(BasicSphere s) { float sqSep = Primitives.DistanceSquared(s.center, center); return((sqSep + s.radius * s.radius) <= radius * radius); }