/**
 * @param worldPoint The point to test (in world-space coordinates)
 * @return True if the point is inside the body
 */
bool CollisionBody::testPointInside(const Vector3& worldPoint) const {

    // For each collision shape of the body
    for (ProxyShape* shape = mProxyCollisionShapes; shape != NULL; shape = shape->mNext) {

        // Test if the point is inside the collision shape
        if (shape->testPointInside(worldPoint)) return true;
    }

    return false;
}