void destroyBody()
{
for( var i = 0; i < _joints.Count; i++ )
_joints[i].destroyJoint();
_joints.Clear();
var collisionShapes = entity.getComponents<FSCollisionShape>();
for( var i = 0; i < collisionShapes.Count; i++ )
collisionShapes[i].destroyFixture();
ListPool<FSCollisionShape>.free( collisionShapes );
body.world.removeBody( body );
body = null;
}