private static bool DoOverlapBoxTriangleTest(Box oldBox, Box newBox,
            ref IndexedTriangle triangle, TriangleMesh mesh,
            ref CollDetectInfo info, float collTolerance,
            CollisionFunctor collisionFunctor)
        {
            Matrix dirs0 = newBox.Orientation;

            #region REFERENCE: Triangle tri = new Triangle(mesh.GetVertex(triangle.GetVertexIndex(0)),mesh.GetVertex(triangle.GetVertexIndex(1)),mesh.GetVertex(triangle.GetVertexIndex(2)));
            Vector3 triVec0;
            Vector3 triVec1;
            Vector3 triVec2;
            mesh.GetVertex(triangle.GetVertexIndex(0), out triVec0);
            mesh.GetVertex(triangle.GetVertexIndex(1), out triVec1);
            mesh.GetVertex(triangle.GetVertexIndex(2), out triVec2);

            // Deano move tri into world space
            Matrix transformMatrix = mesh.TransformMatrix;
            Vector3.TransformCoordinate(ref triVec0, ref transformMatrix, out triVec0);
            Vector3.TransformCoordinate(ref triVec1, ref transformMatrix, out triVec1);
            Vector3.TransformCoordinate(ref triVec2, ref transformMatrix, out triVec2);

            Triangle tri = new Triangle(ref triVec0,ref triVec1,ref triVec2);
            #endregion

            #region REFERENCE Vector3 triEdge0 = (tri.GetPoint(1) - tri.GetPoint(0));
            Vector3 pt0;
            Vector3 pt1;
            tri.GetPoint(0, out pt0);
            tri.GetPoint(1, out pt1);

            Vector3 triEdge0;
            Vector3.Subtract(ref pt1, ref pt0, out triEdge0);
            #endregion

            #region REFERENCE Vector3 triEdge1 = (tri.GetPoint(2) - tri.GetPoint(1));
            Vector3 pt2;
            tri.GetPoint(2, out pt2);

            Vector3 triEdge1;
            Vector3.Subtract(ref pt2, ref pt1, out triEdge1);
            #endregion

            #region REFERENCE Vector3 triEdge2 = (tri.GetPoint(0) - tri.GetPoint(2));
            Vector3 triEdge2;
            Vector3.Subtract(ref pt0, ref pt2, out triEdge2);
            #endregion

            triEdge0.Normalize();
            triEdge1.Normalize();
            triEdge2.Normalize();

            Vector3 triNormal = triangle.Plane.Normal;

            // the 15 potential separating axes
            const int numAxes = 13;
            Vector3[] axes = new Vector3[numAxes];

            axes[0] = triNormal;
            MatrixHelper.GetRight(ref dirs0, out axes[1]);
            MatrixHelper.GetUp(ref dirs0, out axes[2]);
            MatrixHelper.GetBackward(ref dirs0, out axes[3]);

            Vector3.Cross(ref axes[1], ref triEdge0, out axes[4]);
            Vector3.Cross(ref axes[1], ref triEdge1, out axes[5]);
            Vector3.Cross(ref axes[1], ref triEdge2, out axes[6]);
            Vector3.Cross(ref axes[2], ref triEdge0, out axes[7]);
            Vector3.Cross(ref axes[2], ref triEdge1, out axes[8]);
            Vector3.Cross(ref axes[2], ref triEdge2, out axes[9]);
            Vector3.Cross(ref axes[3], ref triEdge0, out axes[10]);
            Vector3.Cross(ref axes[3], ref triEdge1, out axes[11]);
            Vector3.Cross(ref axes[3], ref triEdge2, out axes[12]);

            // the overlap depths along each axis
            float[] overlapDepths = new float[numAxes];

            // see if the boxes are separate along any axis, and if not keep a
            // record of the depths along each axis
            int i;
            for (i = 0; i < numAxes; ++i)
            {
                overlapDepths[i] = 1.0f;
                if (Disjoint(out overlapDepths[i], axes[i], newBox, tri, collTolerance))
                    return false;
            }

            // The box overlap, find the separation depth closest to 0.
            float minDepth = float.MaxValue;
            int minAxis = -1;

            for (i = 0; i < numAxes; ++i)
            {
                // If we can't normalise the axis, skip it
                float l2 = axes[i].LengthSquared();
                if (l2 < JiggleMath.Epsilon)
                    continue;

                // Normalise the separation axis and the depth
                float invl = 1.0f / (float)System.Math.Sqrt(l2);
                axes[i] *= invl;
                overlapDepths[i] *= invl;

                // If this axis is the minimum, select it
                if (overlapDepths[i] < minDepth)
                {
                    minDepth = overlapDepths[i];
                    minAxis = i;
                }
            }

            if (minAxis == -1)
                return false;

            // Make sure the axis is facing towards the 0th box.
            // if not, invert it
            Vector3 D = newBox.GetCentre() - tri.Centre;
            Vector3 N = axes[minAxis];
            float depth = overlapDepths[minAxis];

            if (Vector3.Dot(D, N) < 0.0f)
               N *= -1;

            Vector3 boxOldPos = (info.Skin0.Owner != null) ? info.Skin0.Owner.OldPosition : Vector3.Zero;
            Vector3 boxNewPos = (info.Skin0.Owner != null) ? info.Skin0.Owner.Position : Vector3.Zero;
            Vector3 meshPos = (info.Skin1.Owner != null) ? info.Skin1.Owner.OldPosition : Vector3.Zero;

            List<Vector3> pts = new List<Vector3>();
            //pts.Clear();

            const float combinationDist = 0.05f;
            GetBoxTriangleIntersectionPoints(pts, newBox, tri, depth + combinationDist);

            // adjust the depth
            #region REFERENCE: Vector3 delta = boxNewPos - boxOldPos;
            Vector3 delta;
            Vector3.Subtract(ref boxNewPos, ref boxOldPos, out delta);
            #endregion

            #region REFERENCE: float oldDepth = depth + Vector3.Dot(delta, N);
            float oldDepth = Vector3.Dot(delta, N);
            oldDepth += depth;
            #endregion

            unsafe
            {
                // report collisions
                int numPts = pts.Count;
            #if USE_STACKALLOC
                SmallCollPointInfo* collPts = stackalloc SmallCollPointInfo[MaxLocalStackSCPI];
            #else
                SmallCollPointInfo[] collPtArray = SCPIStackAlloc();
                fixed (SmallCollPointInfo* collPts = collPtArray)
            #endif
                {
                    if (numPts > 0)
                    {
                        if (numPts >= MaxLocalStackSCPI)
                        {
                            numPts = MaxLocalStackSCPI - 1;
                        }

                        // adjust positions
                        for (i = 0; i < numPts; ++i)
                        {
                            collPts[i] = new SmallCollPointInfo(pts[i] - boxNewPos, pts[i] - meshPos, oldDepth);
                        }

                        collisionFunctor.CollisionNotify(ref info, ref N, collPts, numPts);
            #if !USE_STACKALLOC
                        FreeStackAlloc(collPtArray);
            #endif
                        return true;
                    }
                    else
                    {
            #if !USE_STACKALLOC
                        FreeStackAlloc(collPtArray);
            #endif
                        return false;
                    }
                }

            }
        }
        private static bool CollDetectBoxStaticMeshOverlap(Box oldBox,
            Box newBox,
            TriangleMesh mesh,
            ref CollDetectInfo info,
            float collTolerance,
            CollisionFunctor collisionFunctor)
        {
            float boxRadius = newBox.GetBoundingRadiusAroundCentre();

            #region REFERENCE: Vector3 boxCentre = newBox.GetCentre();
            Vector3 boxCentre;
            newBox.GetCentre(out boxCentre);
            // Deano need to trasnform the box center into mesh space
            Matrix invTransformMatrix = mesh.InverseTransformMatrix;
            Vector3.TransformCoordinate(ref boxCentre, ref invTransformMatrix, out boxCentre);
            #endregion

            BoundingBox bb = BoundingBoxHelper.InitialBox;
            BoundingBoxHelper.AddBox(newBox, ref bb);

            unsafe
            {
                bool collision = false;

            #if USE_STACKALLOC
                int* potentialTriangles = stackalloc int[MaxLocalStackTris];
                {
            #else
                int[] potTriArray = IntStackAlloc();
                fixed( int* potentialTriangles = potTriArray)
                {
            #endif
                    // aabox is done in mesh space and handles the mesh transform correctly
                    int numTriangles = mesh.GetTrianglesIntersectingtAABox(potentialTriangles, MaxLocalStackTris, ref bb);

                    for (int iTriangle = 0; iTriangle < numTriangles; ++iTriangle)
                    {
                        IndexedTriangle meshTriangle = mesh.GetTriangle(potentialTriangles[iTriangle]);

                        // quick early test is done in mesh space
                        float dist = SlimDX.Plane.DotCoordinate(meshTriangle.Plane, boxCentre);

                        if (dist > boxRadius || dist < 0.0f)
                            continue;

                        if (DoOverlapBoxTriangleTest(
                              oldBox, newBox,
                              ref meshTriangle,
                              mesh,
                              ref info,
                              collTolerance,
                              collisionFunctor))
                        {
                            collision = true;
                        }
                    }
            #if USE_STACKALLOC
                }
            #else
                }
                FreeStackAlloc(potTriArray);
            #endif
                return collision;
            }
        }
        private static void GetSupportPoint(out Vector3 p, Box box,Vector3 axis)
        {
            #region INLINE: Vector3 orient0 = box.Orientation.Right;
            Vector3 orient0 = new Vector3(
                box.transform.Orientation.M11,
                box.transform.Orientation.M12,
                box.transform.Orientation.M13);
            #endregion

            #region INLINE: Vector3 orient1 = box.Orientation.Up;
            Vector3 orient1 = new Vector3(
                box.transform.Orientation.M21,
                box.transform.Orientation.M22,
                box.transform.Orientation.M23);
            #endregion

            #region INLINE: Vector3 orient2 = box.Orientation.Backward;
            Vector3 orient2 = new Vector3(
                box.transform.Orientation.M31,
                box.transform.Orientation.M32,
                box.transform.Orientation.M33);
            #endregion

            #region INLINE: float ass = Vector3.Dot(axis,orient0);
            float ass = axis.X * orient0.X + axis.Y * orient0.Y + axis.Z * orient0.Z;
            #endregion

            #region INLINE: float au = Vector3.Dot(axis,orient1);
            float au = axis.X * orient1.X + axis.Y * orient1.Y + axis.Z * orient1.Z;
            #endregion

            #region INLINE: float ad = Vector3.Dot(axis,orient2);
            float ad = axis.X * orient2.X + axis.Y * orient2.Y + axis.Z * orient2.Z;
            #endregion

            float threshold = JiggleMath.Epsilon;

            box.GetCentre(out p);

            if (ass < -threshold)
            {
                #region INLINE: p += orient0 * (0.5 * box.SideLength.X);
                p.X += orient0.X * (0.5f * box.sideLengths.X);
                p.Y += orient0.Y * (0.5f * box.sideLengths.X);
                p.Z += orient0.Z * (0.5f * box.sideLengths.X);
                #endregion
            }
            else if (ass >= threshold)
            {
                #region INLINE: p -=  orient0 * (0.5 * box.SideLength.X);
                p.X -= orient0.X * (0.5f * box.sideLengths.X);
                p.Y -= orient0.Y * (0.5f * box.sideLengths.X);
                p.Z -= orient0.Z * (0.5f * box.sideLengths.X);
                #endregion
            }

            if (au < -threshold)
            {
                #region INLINE: p += orient1 * (0.5 * box.SideLength.Y);
                p.X += orient1.X * (0.5f * box.sideLengths.Y);
                p.Y += orient1.Y * (0.5f * box.sideLengths.Y);
                p.Z += orient1.Z * (0.5f * box.sideLengths.Y);
                #endregion
            }
            else if (au >= threshold)
            {
                #region INLINE: p -= orient1 * (0.5 * box.SideLength.Y);
                p.X -= orient1.X * (0.5f * box.sideLengths.Y);
                p.Y -= orient1.Y * (0.5f * box.sideLengths.Y);
                p.Z -= orient1.Z * (0.5f * box.sideLengths.Y);
                #endregion
            }

            if (ad < -threshold)
            {
                #region INLINE: p += orient2 * (0.5 * box.SideLength.Z);
                p.X += orient2.X * (0.5f * box.sideLengths.Z);
                p.Y += orient2.Y * (0.5f * box.sideLengths.Z);
                p.Z += orient2.Z * (0.5f * box.sideLengths.Z);
                #endregion
            }
            else if (ad >= threshold)
            {
                #region INLINE: p -= orient2 * (0.5 * box.SideLength.Z);
                p.X -= orient2.X * (0.5f * box.sideLengths.Z);
                p.Y -= orient2.Y * (0.5f * box.sideLengths.Z);
                p.Z -= orient2.Z * (0.5f * box.sideLengths.Z);
                #endregion
            }
        }