static public CollisionInfo CircleOBB(CircleCollision3D circle, ObjectBoundingBoxCollision3D rect)
    {
        //transform circle into obb space transform.InverseTransformPoint(cirecle.postion);
        //then do circle AABB
        Vector3 halfExtend  = (rect.posMax - rect.posMin) / 2;
        Vector3 circleInOBB = rect.GetComponent <Particle3D>().GetWorldToObject().MultiplyPoint(circle.center);//rect.transform.InverseTransformPoint(circle.center);
        Vector3 circleBox   = new Vector3(
            Mathf.Max(-halfExtend.x, Mathf.Min(circleInOBB.x, halfExtend.x)),
            Mathf.Max(-halfExtend.y, Mathf.Min(circleInOBB.y, halfExtend.y)),
            Mathf.Max(-halfExtend.z, Mathf.Min(circleInOBB.z, halfExtend.z)));

        Vector3 distanceVec = circleInOBB - circleBox;
        float   distanceSQ  = Vector3.Dot(distanceVec, distanceVec);

        //Debug.DrawLine(circleBox, circle.center);


        if (distanceSQ <= (circle.radius * circle.radius))
        {
            //return true;
            //Debug.Log("circ obb collision");
            float distance = Mathf.Sqrt(distanceSQ);
            return(new CollisionInfo(circle, rect, rect.transform.TransformVector(-distanceVec).normalized, circle.radius - distance));
        }

        return(null);
    }
        public CollisionInfo(ObjectBoundingBoxCollision3D colA, ObjectBoundingBoxCollision3D colB, Vector3 normal, float penetration)
        {
            RigidBodyA = colA.GetComponent <Particle3D>();
            RigidBodyB = colB.GetComponent <Particle3D>();


            RelativeVelocity = RigidBodyB.velocity - RigidBodyA.velocity;

            contacts[0].normal      = normal;
            contacts[0].penetration = penetration;
            contacts[0].restitution = Mathf.Min(RigidBodyA.restitution, RigidBodyB.restitution);
        }
    static public CollisionInfo OBBOBB(ObjectBoundingBoxCollision3D rectA, ObjectBoundingBoxCollision3D rectB)
    {
        List <Vector3> allAxis = new List <Vector3>();

        allAxis.AddRange(rectA.normAxis);
        allAxis.AddRange(rectB.normAxis);

        foreach (var axis in allAxis)
        {
            float OBB1Min = float.MaxValue;
            float OBB1Max = float.MinValue;

            foreach (var vert in rectA.verticeCheck)
            {
                float dotValue = (vert.x * axis.x + vert.y * axis.y);
                if (dotValue < OBB1Min)
                {
                    OBB1Min = dotValue;
                }
                if (dotValue > OBB1Max)
                {
                    OBB1Max = dotValue;
                }
            }

            float OBB2Min = float.MaxValue;
            float OBB2Max = float.MinValue;
            foreach (var vert in rectB.verticeCheck)
            {
                float dotValue = (vert.x * axis.x + vert.y * axis.y);
                if (dotValue < OBB2Min)
                {
                    OBB2Min = dotValue;
                }
                if (dotValue > OBB2Max)
                {
                    OBB2Max = dotValue;
                }
            }

            if (!(OBB1Max < OBB2Min && OBB2Max < OBB1Min))
            {
                Vector3 AtoB      = rectB.center - rectA.center;
                float   x_overlap = rectA.halfExtends.x + rectB.halfExtends.x - Mathf.Abs(AtoB.x);

                if (x_overlap > 0.0f)
                {
                    float y_overlap = rectA.halfExtends.y + rectB.halfExtends.y - Mathf.Abs(AtoB.y);
                    if (y_overlap > 0.0f)
                    {
                        if (x_overlap < y_overlap)
                        {
                            //Debug.Log("OBB OBB");

                            return(new CollisionInfo(rectA, rectB, AtoB.x < 0.0f ? -Vector3.right : Vector3.right, x_overlap));
                        }
                        else
                        {
                            //Debug.Log("OBB OBB");

                            return(new CollisionInfo(rectA, rectB, AtoB.y < 0.0f ? -Vector3.up : Vector3.up, y_overlap));
                        }
                    }
                }
            }
        }

        return(null);
    }
    static public CollisionInfo AABBOBB(AxisAllignedBoundingBoxCollision3D colA, ObjectBoundingBoxCollision3D colB)
    {
        List <Vector3> allAxis = new List <Vector3>();

        allAxis.AddRange(colA.normAxis);
        allAxis.AddRange(colB.normAxis);

        foreach (var axis in allAxis)
        {
            float AABBMin = float.MaxValue;
            float AABBMax = float.MinValue;

            foreach (var vert in colA.verticeCheck)
            {
                float dotValue = (vert.x * axis.x + vert.y * axis.y);
                if (dotValue < AABBMin)
                {
                    AABBMin = dotValue;
                }
                if (dotValue > AABBMax)
                {
                    AABBMax = dotValue;
                }
            }

            float OBBMin = float.MaxValue;
            float OBBMax = float.MinValue;
            foreach (var vert in colB.verticeCheck)
            {
                float dotValue = (vert.x * axis.x + vert.y * axis.y);
                if (dotValue < OBBMin)
                {
                    OBBMin = dotValue;
                }
                if (dotValue > OBBMax)
                {
                    OBBMax = dotValue;
                }
            }

            if (!(AABBMax < OBBMin && OBBMax < AABBMin))
            {
                Vector3 AtoB      = colB.center - colA.center;
                float   x_overlap = colA.halfExtends.x + colB.halfExtends.x - Mathf.Abs(AtoB.x);

                if (x_overlap > 0.0f)
                {
                    float y_overlap = colA.halfExtends.y + colB.halfExtends.y - Mathf.Abs(AtoB.y);
                    if (y_overlap > 0.0f)
                    {
                        if (x_overlap < y_overlap)
                        {
                            //Debug.Log("ABB OBB");
                            return(new CollisionInfo(colA, colB, AtoB.x < 0.0f ? -Vector3.right : Vector3.right, x_overlap));
                        }
                        else
                        {
                            //Debug.Log("ABB OBB");
                            return(new CollisionInfo(colA, colB, AtoB.y < 0.0f ? -Vector3.up : Vector3.up, y_overlap));
                        }
                    }
                }
            }
        }
        return(null);
    }