Improving my AABB collision

Yesterday I finished putting AABB collision into my game, and it’s working fine, but there is still some things I don’t know what to do with it. I was originally going to do trimesh collision, but decided I want fast and simple collision, so I decided to make each model have an array of bounding boxes for each bone, and use an AABB for broadphase to test if I need to test the the OBBs in the model. I would loop through each bounding box and find the greatest and least value for X, Y, and Z, in order to find the size needed for the AABB needed for broadphase. Here is my AABB class, but I was wondering how I can make them be able to rotate on an axis and test the collision for it so that I can have each OBB in the model collision boxes move with the bones of the mesh. Heres the pastebin: http://www.java-gaming.org/?action=pastebin&id=1350

Hi

Why not looking at this implementation of oriented bounding box from JogAmp’s Ardor3D Continuation?
https://github.com/gouessej/Ardor3D/blob/master/ardor3d-core/src/main/java/com/ardor3d/bounding/OrientedBoundingBox.java