12-04-2009 06:01 PM
I just wrote a quick function that did the math and it returned true so you might want to put it in Issue Tracker so it gets resolved.
12-07-2009 10:22 AM
I found a workaround meanwhile, I assume
VecMath.intersects(ax0, ay0, ax1, ay1, bx0, by0, bx1, by1) ||
VecMath.intersects(bx0, by0, bx1, by1, ax0, ay0, ax1, ay1);
will do the job.