protected override void UpdateContainedPairs(float dt)
{
var overlappedElements = CommonResources.GetIntList();
BoundingBox localBoundingBox;
Vector3 sweep;
Vector3.Multiply(ref mobileMesh.entity.linearVelocity, dt, out sweep);
mobileMesh.Shape.GetSweptLocalBoundingBox(ref mobileMesh.worldTransform, ref mesh.worldTransform, ref sweep, out localBoundingBox);
mesh.Shape.GetOverlaps(localBoundingBox, overlappedElements);
for (int i = 0; i < overlappedElements.Count; i++)
{
TryToAdd(overlappedElements.Elements[i]);
}
CommonResources.GiveBack(overlappedElements);
}