/// <summary> Calculates the intersection points of a ray and a rotated bounding box.  </summary>
 internal static bool RayIntersectsRotatedBox( Vector3 origin, Vector3 dir, Player target, out float tMin, out float tMax )
 {
     // This is the rotated AABB of the model we want to test for intersection
     //        *
     //       / \     we then perform a counter       *---*   and we can then do
     // ====>* x *    rotation to the rotated AABB    | x |   a standard AABB test
     //       \ /     and ray origin and direction    *---*   with the rotated ray
     //        *                                     /
     //                                             /
     Vector3 rotatedOrigin = target.Position + Utils.RotateY( origin - target.Position, -target.YawRadians );
     Vector3 rotatedDir = Utils.RotateY( dir, -target.YawRadians );
     BoundingBox bb = target.Model.PickingBounds.Offset( target.Position );
     return RayIntersectsBox( rotatedOrigin, rotatedDir, bb.Min, bb.Max, out tMin, out tMax );
 }