code: function obbVsPoint(obb, point) {
    vec3.subtract(tmpVec4, point, obb.centerOfVolume);
  
    vec3.set(tmpVec1, 1, 0, 0);
    vec3.transformQuat(tmpVec1, tmpVec1, obb.orientation);
    const axis1Distance = vec3.dot(tmpVec4, tmpVec1);
  
    if (axis1Distance >= -obb.halfSideLengthX && axis1Distance <= obb.halfSideLengthX) {
      vec3.set(tmpVec2, 0, 1, 0);
      vec3.transformQuat(tmpVec2, tmpVec2, obb.orientation);
      const axis2Distance = vec3.dot(tmpVec4, tmpVec2);
  
      if (axis2Distance >= -obb.halfSideLengthY && axis2Distance <= obb.halfSideLengthY) {
        vec3.set(tmpVec3, 0, 0, 1);
        vec3.transformQuat(tmpVec3, tmpVec3, obb.orientation);
        const axis3Distance = vec3.dot(tmpVec4, tmpVec3);
  
        return axis3Distance >= -obb.halfSideLengthZ && axis3Distance <= obb.halfSideLengthZ;
      }
    }
  
    return false;
  }
docs: TODO: Refactor these to not actually calculate the point of intersection. These checks can instead be done more efficiently using SAT. 
  @param {Obb} obb
  @param {vec3} point
  @returns {boolean}