private void UpdateCorners()
{
// The order of these items is, using right-handed co-ordinates:
// Minimum Z face, starting with Min(all), then anticlockwise
// around face (looking onto the face)
// Maximum Z face, starting with Max(all), then anticlockwise
// around face (looking onto the face)
corners[ 0 ] = minVector;
corners[ 1 ].x = minVector.x;
corners[ 1 ].y = maxVector.y;
corners[ 1 ].z = minVector.z;
corners[ 2 ].x = maxVector.x;
corners[ 2 ].y = maxVector.y;
corners[ 2 ].z = minVector.z;
corners[ 3 ].x = maxVector.x;
corners[ 3 ].y = minVector.y;
corners[ 3 ].z = minVector.z;
corners[ 4 ] = maxVector;
corners[ 5 ].x = minVector.x;
corners[ 5 ].y = maxVector.y;
corners[ 5 ].z = maxVector.z;
corners[ 6 ].x = minVector.x;
corners[ 6 ].y = minVector.y;
corners[ 6 ].z = maxVector.z;
corners[ 7 ].x = maxVector.x;
corners[ 7 ].y = minVector.y;
corners[ 7 ].z = maxVector.z;
}