code: public static boolean intersectSphereSphere(Vector3fc centerA, float radiusSquaredA, Vector3fc centerB, float radiusSquaredB, Vector4f centerAndRadiusOfIntersectionCircle) {
          return intersectSphereSphere(centerA.x(), centerA.y(), centerA.z(), radiusSquaredA, centerB.x(), centerB.y(), centerB.z(), radiusSquaredB, centerAndRadiusOfIntersectionCircle);
      }
docs: Test whether the one sphere with center <code>centerA</code> and square radius <code>radiusSquaredA</code> intersects the other
  sphere with center <code>centerB</code> and square radius <code>radiusSquaredB</code>, 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 centerA
  the first sphere's center
  @param radiusSquaredA
  the square of the first sphere's radius
  @param centerB
  the second sphere's center
  @param radiusSquaredB
  the square of the second sphere's radius
  @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