pub fn collide_point(&self, point: Vec3) -> bool {
		(point - self.center).mag() <= self.radius

/*		self.near.isdistpos_point(point)
			&& self.far.isdistpos_point(point)
			&& self.left.isdistpos_point(point)
			&& self.right.isdistpos_point(point)
			&& self.top.isdistpos_point(point)
			&& self.bottom.isdistpos_point(point)*/
	}
/// If viewing frustum collides with a point.
If viewing frustum collides with a point.
If viewing frustum collides with a point .
pub fn collide_point(&self, point: Vec3) -> bool {
		(point - self.center).mag() <= self.radius
/*		self.near.isdistpos_point(point)
			&& self.far.isdistpos_point(point)
			&& self.left.isdistpos_point(point)
			&& self.right.isdistpos_point(point)
			&& self.top.isdistpos_point(point)
			&& self.bottom.isdistpos_point(point)*/
	}
pub fn collide_point ( & self , point : Vec3 ) -> bool { ( point - self . center ) . mag ( ) <= self . radius /*		self.near.isdistpos_point(point)
			&& self.far.isdistpos_point(point)
			&& self.left.isdistpos_point(point)
			&& self.right.isdistpos_point(point)
			&& self.top.isdistpos_point(point)
			&& self.bottom.isdistpos_point(point)*/ }
If viewing frustum collides with a point.
If viewing frustum collides with a point .
&self
point
Vec3