public BepuBody(Entity realBody)
{
RealBody = realBody;
RealBody.Tag = -1;
RealBody.BecomeDynamic((float)_mass);
//RealBody.CollisionInformation.LocalPosition = new Vector3(0, 0, -10); //center of mass?
BepuEntityCollidableToBepuBody.Add(realBody.CollisionInformation, this);
//TODO. fix after new bodies.
/* RealBody.CollisionInformation.Events.InitialCollisionDetected +=
(thisBody, other, x)=>
{
if (other is EntityCollidable)
Body.RaiseCollisionEvent(BepuEntityCollidableToBepuBody[other as EntityCollidable].Body);
};*/
//IsStatic = false;
}