I was looking through the BoundingBox code yesterday and noticed a possible bug.
In the containAABB method is the following code:
...
BufferUtils.populateFromBuffer(_compVect1, points, 0);
float minX = _compVect1.x, minY = _compVect1.y, minZ = _compVect1.z;
float maxX = _compVect1.x, maxY = _compVect1.y, maxZ = _compVect1.z;
for (int i = 1, len = points.remaining() / 3; i < len; i++) {
BufferUtils.populateFromBuffer(_compVect1, points, i);
...
It looks to me like that for-next loop skips the first vertex (at index 0).
On the other hand, it could be like that for a good reason (like if the first and last vertex are the same for some reason).