public void SetUp()
        {
            _context = new PhysicsContext();
            _context.InitializeWorld();

            _shape = new BoxShape(2);
            RigidBody staticSphere  = _context.AddStaticBody(_shape, Matrix.Translation(0, 0, 0));
            RigidBody dynamicSphere = _context.AddBody(_shape, Matrix.Translation(0, 1, 0), 1);

            _callback = new CustomOverlapFilterCallback(staticSphere, dynamicSphere);
        }
        public void SetUp()
        {
            _conf       = new DefaultCollisionConfiguration();
            _dispatcher = new CollisionDispatcher(_conf);
            //_broadphase = new AxisSweep3(new Vector3(-1000, -1000, -1000), new Vector3(1000, 1000, 1000));
            _broadphase = new DbvtBroadphase();
            _world      = new DiscreteDynamicsWorld(_dispatcher, _broadphase, null, _conf);

            _shape   = new BoxShape(2);
            _sphere1 = CreateBody(0, Matrix.Translation(0, 0, 0), _shape);
            _sphere2 = CreateBody(1, Matrix.Translation(0, 1, 0), _shape);

            _callback = new CustomOverlapFilterCallback(_sphere1, _sphere2);
        }