private void CollisionDetected(RigidBody body1, RigidBody body2, FPVector point1, FPVector point2, FPVector normal, FP penetration)
        {
            bool anyBodyColliderOnly = body1.IsColliderOnly || body2.IsColliderOnly;

            Arbiter    arbiter            = null;
            ArbiterMap selectedArbiterMap = null;

            if (anyBodyColliderOnly)
            {
                selectedArbiterMap = arbiterTriggerMap;
            }
            else
            {
                selectedArbiterMap = arbiterMap;
            }

            bool arbiterCreated = false;

            lock (selectedArbiterMap) {
                selectedArbiterMap.LookUpArbiter(body1, body2, out arbiter);
                if (arbiter == null)
                {
                    arbiter       = Arbiter.Pool.GetNew();
                    arbiter.body1 = body1; arbiter.body2 = body2;
                    selectedArbiterMap.Add(new ArbiterKey(body1, body2), arbiter);

                    arbiterCreated = true;
                }
            }

            Contact contact = null;

            if (arbiter.body1 == body1)
            {
                FPVector.Negate(ref normal, out normal);
                contact = arbiter.AddContact(point1, point2, normal, penetration, contactSettings);
            }
            else
            {
                contact = arbiter.AddContact(point2, point1, normal, penetration, contactSettings);
            }

            if (arbiterCreated)
            {
                if (anyBodyColliderOnly)
                {
                    /*if (body1.isColliderOnly) {
                     *  events.RaiseTriggerBeginCollide(body1, body2);
                     * } else {
                     *  events.RaiseTriggerBeginCollide(body2, body1);
                     * }*/

                    events.RaiseTriggerBeginCollide(contact);

                    body1.arbitersTrigger.Add(arbiter);
                    body2.arbitersTrigger.Add(arbiter);

                    OverlapPairContact overlapContact = new OverlapPairContact(body1, body2);
                    overlapContact.contact = contact;

                    initialTriggers.Add(overlapContact);
                }
                else
                {
                    events.RaiseBodiesBeginCollide(contact);
                    addedArbiterQueue.Enqueue(arbiter);

                    OverlapPairContact overlapContact = new OverlapPairContact(body1, body2);
                    overlapContact.contact = contact;

                    initialCollisions.Add(overlapContact);
                }
            }

            if (!anyBodyColliderOnly && contact != null)
            {
                events.RaiseContactCreated(contact);
            }
        }