ColliderContainsHandJointActiveState Class
Test if hand joint is inside generic collider and updates its active state based on that test.
We could trigger-based testing, but if the hand disappears during one frame, we will not get a trigger exit event (which means we require manual testing in Update anyway to accomodate that edge case).
void InjectAllColliderContainsHandJointActiveStateCollider[] entryColliders,
Collider[] exitColliders,
HandJointId jointToTest )
void InjectEntryColliders ( Collider[] entryColliders )
void InjectExitColliders ( Collider[] exitColliders )
void InjectJointToTest ( HandJointId jointToTest )