public void SetCollisionInformation(EntityCollidable newCollisionInformation, float newMass, Matrix3x3 newInertia)
{
//Temporarily remove the object from the space.
//The reset process will update any systems that need to be updated.
//This is not thread safe, but this operation should not be performed mid-frame anyway.
ISpace space = Space;
if (space != null)
Space.Remove(this);
CollisionInformation.Entity = null;
Initialize(newCollisionInformation, newMass, newInertia);
if (space != null)
space.Add(this);
}