/*
 * Check to see if we are colliding with a cube.
 * If we are, return true. Otherwise return false.
 * Bounding sphere collision.
 * @param c The cube to check.
 */
bool Cube::checkCollision(Cube c)
{
	float r0sqr = getRadius() * getRadius();
	float r1sqr = c.getRadius() * c.getRadius();

	float distX = getCenter().x - c.getCenter().x;
	float distY = getCenter().y - c.getCenter().y;
	float distZ = getCenter().z - c.getCenter().z;

	// Since we already need to square these, we won't need to take the absolute value
	// to accurately compare them to the radii
	distX *= distX;
	distY *= distY;
	distZ *= distZ;

	float sqrDist = (distX+distY+distZ);

	if((r0sqr + r1sqr) > sqrDist - 0.5f)
	{
		return true;
	}
	
	 
	return false;
}
double CubeValidator::getDistance(Cube& c1, Cube& c2)
{
  return sqrt(
      pow((float)(c1.getCenter().x - c2.getCenter().x), 2) + pow((float)(c1.getCenter().y - c2.getCenter().y), 2));
}