Voxel collision detection

I’m having trouble doing collision detection. I’m able to walk trough blocks and I can’t find the problem.

This is the part of the code that checks collision:

		AABB me = new AABB(position.x, position.y, position.z, position.x, position.y, position.z);
		
		for (int x = 0; x < world.getXSize(); ++x) {
			for (int y = 0; y < world.getYSize(); ++y) {
				for (int z = 0; z < world.getZSize(); ++z) {
					AABB block = new AABB(x, y, z, x + 1, y, z + 1);
					
					if (me.intersects(block) || block.intersects(me)) {
						return;
					}
				}
			}
		}

AABB class:

public class AABB {
	public float x0;
	public float y0;
	public float z0;
	public float x1;
	public float y1;
	public float z1;

	public AABB(float x0, float y0, float z0, float x1, float y1, float z1) {
		this.x0 = x0;
		this.y0 = y0;
		this.z0 = z0;
		this.x1 = x1;
		this.y1 = y1;
		this.z1 = z1;
	}

	public boolean intersects(AABB c) {
		if ((c.x1 <= this.x0) || (c.x0 >= this.x1)) {
			return false;
		}
		if ((c.y1 <= this.y0) || (c.y0 >= this.y1)) {
			return false;
		}
		if ((c.z1 <= this.z0) || (c.z0 >= this.z1)) {
			return false;
		}
		return true;
	}
}