It seems there might be a Problem or Bug with Mesh().worldBounds.overlaps(Mesh())
In my Case the width-value seems to be inverted with the depth-value which causes false results when checking for collisions. When setting showBounds = true; the bounds as displayed correctly.
Somebody already posted about the same / similar issue here: http://away3d.com/forum/viewthread/5134/
Am I doing it wrong? My Code is as simple as that:
var collision:Boolean = mesh1.worldBounds.overlaps(mesh2.worldBounds);
here is the unexpected result: