bool Sphere::Contains(const OBB &obb) const { for(int i = 0; i < 8; ++i) if (!Contains(obb.CornerPoint(i))) return false; return true; }
void AABB::Enclose(const OBB &obb) { for(int i = 0; i < 8; ++i) Enclose(obb.CornerPoint(i)); }
void Sphere::Enclose(const OBB &obb) { ///@todo This might not be very optimal at all. Perhaps better to enclose the farthest point first. for(int i = 0; i < 8; ++i) Enclose(obb.CornerPoint(i)); }