void PhysicsEngine::HandleCollisions()
{
	for(unsigned int i = 0; i < m_objects.size(); i++)
	{
		for(unsigned int j = i + 1; j < m_objects.size(); j++)
		{
			IntersectData intersectData = 
				m_objects[i].GetCollider().Intersect(
					m_objects[j].GetCollider());

			if(intersectData.GetDoesIntersect())
			{
				Vector3f direction = intersectData.GetDirection().Normalized();
				Vector3f otherDirection = Vector3f(direction.Reflect(m_objects[i].GetVelocity().Normalized()));
				m_objects[i].SetVelocity(
						Vector3f(m_objects[i].GetVelocity().Reflect(otherDirection)));

				m_objects[j].SetVelocity(
						Vector3f(m_objects[j].GetVelocity().Reflect(direction)));
			}
		}
	}
}