public BreakableBody( World world, IEnumerable<Shape> shapes, Vector2 position = new Vector2(), float rotation = 0 ) { _world = world; _world.contactManager.onPostSolve += onPostSolve; mainBody = new Body( _world, position, rotation, BodyType.Dynamic ); foreach( Shape part in shapes ) { Fixture fixture = mainBody.createFixture( part ); parts.Add( fixture ); } }