/** @see Shape#updateSweepRadius(Vec2) */
 @Override
 public void updateSweepRadius(final Vec2 center) {
   // Update the sweep radius (maximum radius) as measured from
   // a local center point.
   final float dx = m_coreV1.x - center.x;
   final float dy = m_coreV1.y - center.y;
   final float d1 = dx * dx + dy * dy;
   final float dx2 = m_coreV2.x - center.x;
   final float dy2 = m_coreV2.y - center.y;
   final float d2 = dx2 * dx2 + dy2 * dy2;
   m_sweepRadius = MathUtils.sqrt(d1 > d2 ? d1 : d2);
 }