//============================================================================= bool Intersect (const Sphere3 & s0, const Vector3 & v0, const Sphere3 & s1, const Vector3 & v1) { return Intersect( Ray3(s0.center, v0 - v1), Sphere3(s1.center, s0.r + s1.r) ); }
//============================================================================= bool Intersect (IntersectInfo3 & out, const Sphere3 & s0, const Vector3 & v0, const Sphere3 & s1) { return Intersect( out, Ray3(s0.center, v0), Sphere3(s1.center, s0.r + s1.r) ); }
void SetBoundingSphere(){ m_boundingSphere = Sphere3(m_particle.GetPosition(), m_particle.m_state.radius); }