void UpdatePhysicsModel()
{
DestroyPhysicsModel();
if( active )
{
CreatePhysicsModel();
Body body = PhysicsModel.CreateBody();
body.Static = true;
body.Position = Position;
body.Rotation = Rotation;
BoxShape shape = body.CreateBoxShape();
shape.ContactGroup = (int)ContactGroup.Dynamic;// Static;
shape.Dimensions = Scale;
body.PushedToWorld = true;
}
}