/** @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); }