int PhysWorld3D::OnAABBOverlap(const NewtonMaterial* const material, const NewtonBody* const body0, const NewtonBody* const body1, int threadIndex)
	{
		RigidBody3D* bodyA = static_cast<RigidBody3D*>(NewtonBodyGetUserData(body0));
		RigidBody3D* bodyB = static_cast<RigidBody3D*>(NewtonBodyGetUserData(body1));
		assert(bodyA && bodyB);

		Callback* callbackData = static_cast<Callback*>(NewtonMaterialGetMaterialPairUserData(material));
		assert(callbackData);
		assert(callbackData->aabbOverlapCallback);

		return callbackData->aabbOverlapCallback(*bodyA, *bodyB);
	}