public override void ComputeCollision(ContactSet contactSet, CollisionQueryType type)
        {
            // Object A should be the plane.
            // Object B should be the other object.
            IGeometricObject planeObject = contactSet.ObjectA.GeometricObject;
            IGeometricObject boxObject   = contactSet.ObjectB.GeometricObject;

            // Swap objects if necessary.
            bool swapped = (boxObject.Shape is PlaneShape);

            if (swapped)
            {
                MathHelper.Swap(ref planeObject, ref boxObject);
            }

            PlaneShape planeShape = planeObject.Shape as PlaneShape;
            BoxShape   boxShape   = boxObject.Shape as BoxShape;

            // Check if shapes are correct.
            if (planeShape == null || boxShape == null)
            {
                throw new ArgumentException("The contact set must contain a plane and a box shape.", "contactSet");
            }

            // Get transformations.
            Vector3 scalePlane = planeObject.Scale;
            Vector3 scaleBox   = boxObject.Scale;
            Pose    posePlane  = planeObject.Pose;
            Pose    poseBox    = boxObject.Pose;

            // Apply scale to plane and transform plane into world space.
            Plane planeWorld = new Plane(planeShape);

            planeWorld.Scale(ref scalePlane);   // Scale plane.
            planeWorld.ToWorld(ref posePlane);  // Transform plane to world space.

            // Transform plane normal to local space of box.
            Vector3 planeNormalLocalB = poseBox.ToLocalDirection(planeWorld.Normal);

            // Get support vertex nearest to the plane.
            Vector3 supportVertexBLocal = boxShape.GetSupportPoint(-planeNormalLocalB, scaleBox);

            // Transform support vertex into world space.
            Vector3 supportVertexBWorld = poseBox.ToWorldPosition(supportVertexBLocal);

            // Project vertex onto separating axis (given by plane normal).
            float distance = Vector3.Dot(supportVertexBWorld, planeWorld.Normal);

            // Check for collision.
            float penetrationDepth = planeWorld.DistanceFromOrigin - distance;

            contactSet.HaveContact = (penetrationDepth >= 0);

            if (type == CollisionQueryType.Boolean || (type == CollisionQueryType.Contacts && !contactSet.HaveContact))
            {
                // HaveContact queries can exit here.
                // GetContacts queries can exit here if we don't have a contact.
                return;
            }

            // We have contact.
            if (!CollisionDetection.FullContactSetPerFrame || type == CollisionQueryType.ClosestPoints)
            {
                // Use only the already known contact.
                AddContact(ref supportVertexBWorld, ref planeWorld, penetrationDepth, swapped, contactSet, type);
            }
            else
            {
                // Apply scale to box extent.
                Vector3 boxHalfExtent = boxShape.Extent * scaleBox * 0.5f;

                // Check all box vertices against plane.
                CheckContact(ref planeWorld, new Vector3(-boxHalfExtent.X, -boxHalfExtent.Y, -boxHalfExtent.Z), ref poseBox, swapped, contactSet);
                CheckContact(ref planeWorld, new Vector3(-boxHalfExtent.X, -boxHalfExtent.Y, boxHalfExtent.Z), ref poseBox, swapped, contactSet);
                CheckContact(ref planeWorld, new Vector3(-boxHalfExtent.X, boxHalfExtent.Y, -boxHalfExtent.Z), ref poseBox, swapped, contactSet);
                CheckContact(ref planeWorld, new Vector3(-boxHalfExtent.X, boxHalfExtent.Y, boxHalfExtent.Z), ref poseBox, swapped, contactSet);

                CheckContact(ref planeWorld, new Vector3(boxHalfExtent.X, -boxHalfExtent.Y, -boxHalfExtent.Z), ref poseBox, swapped, contactSet);
                CheckContact(ref planeWorld, new Vector3(boxHalfExtent.X, -boxHalfExtent.Y, boxHalfExtent.Z), ref poseBox, swapped, contactSet);
                CheckContact(ref planeWorld, new Vector3(boxHalfExtent.X, boxHalfExtent.Y, -boxHalfExtent.Z), ref poseBox, swapped, contactSet);
                CheckContact(ref planeWorld, new Vector3(boxHalfExtent.X, boxHalfExtent.Y, boxHalfExtent.Z), ref poseBox, swapped, contactSet);
            }
        }