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