text: #include "physics.h"
  
  bool aig::Physics::IsBoundingBoxColliding(const Geometry & a, const Geometry & b)
  {
      return std::abs(a.position.x - b.position.x) < (a.bounding_box_extent.x / 2 + b.bounding_box_extent.x / 2)
          && std::abs(a.position.y - b.position.y) < (a.bounding_box_extent.y / 2 + b.bounding_box_extent.y / 2);
  }
  
  void aig::Physics::Move(Geometry * geometry, double elapsed_time)
  {
      geometry->position.x += geometry->velocity.x * elapsed_time;
      geometry->position.y += geometry->velocity.y * elapsed_time;
  }
  