/// <summary>
        /// Casts a convex shape against the collidable.
        /// </summary>
        /// <param name="castShape">Shape to cast.</param>
        /// <param name="startingTransform">Initial transform of the shape.</param>
        /// <param name="sweep">Sweep to apply to the shape.</param>
        /// <param name="result">Hit data, if any.</param>
        /// <returns>Whether or not the cast hit anything.</returns>
        public bool ConvexCast(ConvexShapes.ConvexShape castShape, ref RigidTransform startingTransform, ref System.Numerics.Vector3 sweep, out RayCastResult result)
        {
            var outputOverlappedElements = PhysicsResources.GetCollidableList();
            BoundingBox boundingBox;
            castShape.GetSweptBoundingBox(ref startingTransform, ref sweep, out boundingBox);

            CollidableTree.GetOverlaps(boundingBox, outputOverlappedElements);
            result = new RayCastResult();
            result.HitData.T = float.MaxValue;
            for (int i = 0; i < outputOverlappedElements.Count; ++i)
            {
                RayHit hit;
                if (outputOverlappedElements.Elements[i].ConvexCast(castShape, ref startingTransform, ref sweep, out hit))
                {
                    if (hit.T < result.HitData.T)
                    {
                        result.HitData = hit;
                        result.HitObject = outputOverlappedElements.Elements[i];
                    }
                }
            }
            PhysicsResources.GiveBack(outputOverlappedElements);
            return result.HitData.T < float.MaxValue;
        }