static void LoadPlayGroundScene(DemoEntityManager* const scene, TriggerManager* const triggerManager)
{
	NewtonWorld* const world = scene->GetNewton();
	//	CreateLevelMesh (scene, "flatPlane.ngd", true);
	//	return;

	// make the body with a dummy null collision, so that we can use for attaching world objects
	dMatrix matrix (dGetIdentityMatrix());
	NewtonCollision* const dommyCollision = NewtonCreateNull(world);
	NewtonBody* const playGroundBody = NewtonCreateDynamicBody (world, dommyCollision, &matrix[0][0]);
	NewtonDestroyCollision (dommyCollision);	


	// use a multi shape static scene collision
	NewtonCollision* const sceneCollision = NewtonCreateSceneCollision (world, 0);

	// start adding shapes to this scene collisions 
	NewtonSceneCollisionBeginAddRemove (sceneCollision);

	// populate the scene collision
	{
		// load a flat floor
		LoadFloor(scene, sceneCollision);

		// load a slide platform
		dMatrix slideMatrix(dGetIdentityMatrix());
		slideMatrix.m_posit.m_x += 80.0f;
		slideMatrix.m_posit.m_z = -20.0f;
		//LoadSlide(scene, triggerManager, sceneCollision, "slide.ngd", slideMatrix, playGroundBody);
		LoadFerryBridge(scene, triggerManager, sceneCollision, "platformBridge.ngd", slideMatrix, playGroundBody);

		// load another hanging bridge
		dMatrix bridgeMatrix(dGetIdentityMatrix());
		bridgeMatrix.m_posit.m_x += 40.0f;
		LoadHangingBridge(scene, triggerManager, sceneCollision, "hangingBridge.ngd", bridgeMatrix, playGroundBody);

		// load another ferry bridge
		bridgeMatrix.m_posit.m_z += 20.0f;
		LoadFerryBridge(scene, triggerManager, sceneCollision, "platformBridge.ngd", bridgeMatrix, playGroundBody);
	}
	// finalize adding shapes to this scene collisions 
	NewtonSceneCollisionEndAddRemove (sceneCollision);

	// attach this collision to the playground Body
	NewtonBodySetCollision(playGroundBody, sceneCollision);


	// set the reference to the visual
	//NewtonBodySetUserData(level, visualMesh);

	// do not forget to release the collision
	NewtonDestroyCollision (sceneCollision);
}
	void AddPrimitives(DemoEntityManager* const scene)
	{
		// start adding shapes to this scene collisions 
		NewtonSceneCollisionBeginAddRemove (m_sceneCollision);

		// add a collision tree to the scene
		AddCollisionTreeMesh(scene);

		// add a hight field to the scene
		AddCollisionHeightFieldMesh(scene);

		// add compound 
		AddCollisionSingleShape(scene);

		// finalize adding shapes to this scene collisions 
		NewtonSceneCollisionEndAddRemove (m_sceneCollision);
	}
void dNewtonCollisionScene::EndAddRemoveCollision()
{
	NewtonSceneCollisionEndAddRemove(m_shape);
}