// Rot.mulToOutUnsafe(transform.q, m_p, center);
// center.addLocal(transform.p);
//
// final Vec2 d = center.subLocal(p).negateLocal();
// return Vec2.dot(d, d) <= m_radius * m_radius;
final Rot q = transform.q;
final Vec2 tp = transform.p;
float centerx = -(q.c * m_p.x - q.s * m_p.y + tp.x - p.x);
float centery = -(q.s * m_p.x + q.c * m_p.y + tp.y - p.y);
return centerx * centerx + centery * centery <= m_radius * m_radius;