code: function obbVsObb(contactPoint, contactNormal, obbA, obbB) {
    return _obbVsBoxHelper(contactPoint, contactNormal, obbA, obbB, obbCollisionDetection.obbVsPoint,
        findObbNormalFromContactPoint);
  }
docs: NOTE: This implementation cheats by checking whether vertices from one shape lie within the
  other. Due to the tunnelling problem, it is possible that intersection occurs without any
  vertices lying within the other shape. However, (A) this is unlikely, and (B) we are ignoring the
  tunnelling problem for the rest of this collision system anyway.
  
  @param {vec3} contactPoint Output param.
  @param {vec3} contactNormal Output param.
  @param {Obb} obbA
  @param {Obb} obbB