void gimpacttrimeshpart_vs_plane_collision(
					  btCollisionObjectWrapper * body0Wrap,
					  btCollisionObjectWrapper * body1Wrap,
					  btGImpactMeshShapePart * shape0,
					  btStaticPlaneShape * shape1,bool swapped);
	void collide_sat_triangles(btCollisionObjectWrapper* body0Wrap,
					  btCollisionObjectWrapper* body1Wrap,
					  btGImpactMeshShapePart * shape0,
					  btGImpactMeshShapePart * shape1,
					  int * pairs, int pair_count);