///<summary>
        /// Updates the manifold.
        ///</summary>
        ///<param name="dt">Timestep duration.</param>
        public override void Update(float dt)
        {
            //First, refresh all existing contacts.  This is an incremental manifold.
            ContactRefresher.ContactRefresh(contacts, supplementData, ref collidableA.worldTransform, ref collidableB.worldTransform, contactIndicesToRemove);
            RemoveQueuedContacts();


            //Now, generate a contact between the two shapes.
            ContactData contact;

            if (pairTester.GenerateContactCandidate(out contact))
            {
                //Eliminate any old contacts which have normals which would fight with this new contact.
                for (int i = 0; i < contacts.Count; ++i)
                {
                    float normalDot;
                    Vector3.Dot(ref contacts.Elements[i].Normal, ref contact.Normal, out normalDot);
                    if (normalDot < 0)
                    {
                        Remove(i);
                        break;
                    }
                }

                //If a contact is unique, add it to the manifold separately.
                //If it is redundant, it will be used to update an existing contact... within the IsContactUnique call.
                //In other words: THIS FUNCTION HAS IMPORTANT SNEAKY SIDE EFFECTS.
                if (IsContactUnique(ref contact))
                {
                    //Check if adding the new contact would overflow the manifold.
                    if (contacts.Count == 4)
                    {
                        //Adding that contact would overflow the manifold.  Reduce to the best subset.
                        bool addCandidate;
                        ContactReducer.ReduceContacts(contacts, ref contact, contactIndicesToRemove, out addCandidate);
                        RemoveQueuedContacts();
                        if (addCandidate)
                        {
                            Add(ref contact);
                        }
                    }
                    else
                    {
                        //Won't overflow the manifold, so just toss it in.
                        Add(ref contact);
                    }
                }
            }
            else
            {
                //No collision, clean out the manifold.
                for (int i = contacts.Count - 1; i >= 0; i--)
                {
                    Remove(i);
                }
            }
        }
        ///<summary>
        /// Updates the manifold.
        ///</summary>
        ///<param name="dt">Timestep duration.</param>
        public override void Update(float dt)
        {
            //First, refresh all existing contacts.  This is an incremental manifold.
            ContactRefresher.ContactRefresh(contacts, supplementData, ref collidableA.worldTransform, ref collidableB.worldTransform, contactIndicesToRemove);
            RemoveQueuedContacts();


            //Now, generate a contact between the two shapes.
            ContactData contact;

            if (pairTester.GenerateContactCandidate(out contact))
            {
                if (IsContactUnique(ref contact))
                {
                    //Check if adding the new contact would overflow the manifold.
                    if (contacts.count == 4)
                    {
                        //Adding that contact would overflow the manifold.  Reduce to the best subset.
                        bool addCandidate;
                        ContactReducer.ReduceContacts(contacts, ref contact, contactIndicesToRemove, out addCandidate);
                        RemoveQueuedContacts();
                        if (addCandidate)
                        {
                            Add(ref contact);
                        }
                    }
                    else
                    {
                        //Won't overflow the manifold, so just toss it in.
                        Add(ref contact);
                    }
                }
            }
            else
            {
                //No collision, clean out the manifold.
                for (int i = contacts.count - 1; i >= 0; i--)
                {
                    Remove(i);
                }
            }
        }