public override float ComputeMinimumRadius()
{
//Could also use the tetrahedron approximation approach.
float minRadius = 0;
for (int i = 0; i < shapes.Count; i++)
{
float radius = shapes.WrappedList.Elements[i].CollisionShape.ComputeMinimumRadius();
if (radius < minRadius)
minRadius = radius;
}
return minRadius + collisionMargin;
}