code: public static boolean intersectSphereSphere(Spheref sphereA, Spheref sphereB, Vector4f centerAndRadiusOfIntersectionCircle) {
          return intersectSphereSphere(sphereA.x, sphereA.y, sphereA.z, sphereA.r*sphereA.r, sphereB.x, sphereB.y, sphereB.z, sphereB.r*sphereB.r, centerAndRadiusOfIntersectionCircle);
      }
docs: Test whether the one sphere with intersects the other sphere, and store the center of the circle of
  intersection in the <code>(x, y, z)</code> components of the supplied vector and the radius of that circle in the w component.
  <p>
  The normal vector of the circle of intersection can simply be obtained by subtracting the center of either sphere from the other.
  <p>
  Reference: <a href="http://gamedev.stackexchange.com/questions/75756/sphere-sphere-intersection-and-circle-sphere-intersection">http://gamedev.stackexchange.com</a>
  
  @param sphereA
  the first sphere
  @param sphereB
  the second sphere
  @param centerAndRadiusOfIntersectionCircle
  will hold the center of the circle of intersection in the <code>(x, y, z)</code> components and the radius in the w component
  @return <code>true</code> iff both spheres intersect; <code>false</code> otherwise