/// <summary>
        /// Awakens a list of set indices.
        /// </summary>
        /// <param name="setIndices">List of set indices to wake up.</param>
        /// <param name="threadDispatcher">Thread dispatcher to use when waking the bodies3D. Pass null to run on a single thread.</param>
        public void AwakenSets(ref QuickList <int> setIndices, IThreadDispatcher threadDispatcher = null)
        {
            var uniqueSetIndices = new QuickList <int>(setIndices.Count, pool);
            var uniqueSet        = new IndexSet(pool, bodies3D.Sets.Length);

            AccumulateUniqueIndices(ref setIndices, ref uniqueSet, ref uniqueSetIndices);
            uniqueSet.Dispose(pool);

            //Note that we use the same codepath as multithreading, we just don't use a multithreaded dispatch to execute jobs.
            //TODO: It would probably be a good idea to add a little heuristic to avoid doing multithreaded dispatches if there are only like 5 total bodies3D.
            //Shouldn't matter too much- the threaded variant should only really be used when doing big batched changes, so having a fixed constant cost isn't that bad.
            int threadCount = threadDispatcher == null ? 1 : threadDispatcher.ThreadCount;

            //Note that direct wakes always reset activity states. I suspect this is sufficiently universal that no one will ever want the alternative,
            //even though the narrowphase does avoid resetting activity states for the sake of faster resleeping when possible.
            var(phaseOneJobCount, phaseTwoJobCount) = PrepareJobs(ref uniqueSetIndices, true, threadCount);

            if (threadCount > 1)
            {
                this.jobIndex = -1;
                this.jobCount = phaseOneJobCount;
                threadDispatcher.DispatchWorkers(phaseOneWorkerDelegate);
            }
            else
            {
                for (int i = 0; i < phaseOneJobCount; ++i)
                {
                    ExecutePhaseOneJob(i);
                }
            }

            if (threadCount > 1)
            {
                this.jobIndex = -1;
                this.jobCount = phaseTwoJobCount;
                threadDispatcher.DispatchWorkers(phaseTwoWorkerDelegate);
            }
            else
            {
                for (int i = 0; i < phaseTwoJobCount; ++i)
                {
                    ExecutePhaseTwoJob(i);
                }
            }

            DisposeForCompletedAwakenings(ref uniqueSetIndices);

            uniqueSetIndices.Dispose(pool);
        }