internal void destroy()
{
#if USE_ACTIVE_CONTACT_SET
FixtureA.Body.World.ContactManager.RemoveActiveContact(this);
#endif
fixtureA.body._world._contactPool.Enqueue( this );
if( manifold.pointCount > 0 && fixtureA.isSensor == false && fixtureB.isSensor == false )
{
fixtureA.body.isAwake = true;
fixtureB.body.isAwake = true;
}
reset( null, 0, null, 0 );
}