}
}
+bool Universe::collide_with_borders(Polygon *p, scalar_t padding) {
+ return p->collide_with_borders(padding, padding,_width - padding, _height - padding);
+
+}
+
bool Universe::collide(Polygon *p) {
for(int n = 0; n < _nb_polygons; n++)
if(_polygons[n] && _polygons[n]->collide(p)) return true;