///this can be useful to synchronize a single rigid body . graphics object
		public void SynchronizeSingleMotionState(RigidBody body)
		{
			Debug.Assert(body != null);

			if (body.GetMotionState() != null && !body.IsStaticOrKinematicObject())
			{
				//we need to call the update at least once, even for sleeping objects
				//otherwise the 'graphics' transform never updates properly
				///@todo: add 'dirty' flag
				//if (body.getActivationState() != ISLAND_SLEEPING)
				{
					Matrix interpolatedTransform = Matrix.Identity;
					TransformUtil.IntegrateTransform(body.GetInterpolationWorldTransform(),
						body.SetInterpolationLinearVelocity(), body.GetInterpolationAngularVelocity(),
						m_localTime * body.GetHitFraction(), ref interpolatedTransform);
					body.GetMotionState().SetWorldTransform(ref interpolatedTransform);
				}
			}
		}