code: public static boolean intersectCircleCircle(Vector2fc centerA, float radiusSquaredA, Vector2fc centerB, float radiusSquaredB, Vector3f intersectionCenterAndHL) {
          return intersectCircleCircle(centerA.x(), centerA.y(), radiusSquaredA, centerB.x(), centerB.y(), radiusSquaredB, intersectionCenterAndHL);
      }
docs: Test whether the one circle with center <code>centerA</code> and square radius <code>radiusSquaredA</code> intersects the other
  circle with center <code>centerB</code> and square radius <code>radiusSquaredB</code>, and store the center of the line segment of
  intersection in the <code>(x, y)</code> components of the supplied vector and the half-length of that line segment in the z component.
  <p>
  This method returns <code>false</code> when one circle contains the other circle.
  <p>
  Reference: <a href="http://gamedev.stackexchange.com/questions/75756/sphere-sphere-intersection-and-circle-sphere-intersection">http://gamedev.stackexchange.com</a>
  
  @param centerA
  the first circle's center
  @param radiusSquaredA
  the square of the first circle's radius
  @param centerB
  the second circle's center
  @param radiusSquaredB
  the square of the second circle's radius
  @param intersectionCenterAndHL
  will hold the center of the line segment of intersection in the <code>(x, y)</code> components and the half-length in the z component
  @return <code>true</code> iff both circles intersect; <code>false</code> otherwise