void CollisionManager::Update()
{
	for (auto it = m_activeColliders.begin(); it != m_activeColliders.end(); ++it)
	{
		Collider* current = *it;

		//check the current object against the world bounds
		if (m_worldBounds)
		{
			if (current->IsColliding(m_worldBounds))
			{
				m_worldBounds->HandleCollision(current);
			}
		}

		for (auto it2 = m_activeColliders.begin(); it2 != m_activeColliders.end(); ++it2)
		{
			Collider* other = *it2;
			if (other && other != current)
			{
				if (current->IsColliding(other))
				{
					//std::cout << "colliding" << std::endl;
					current->HandleCollision(other);
				}
			}
		}
	}
}