///<summary>
        /// Constructs a new CompoundCollidable.
        ///</summary>
        ///<param name="compoundShape">Compound shape to use for the collidable.</param>
        public CompoundCollidable(CompoundShape compoundShape)
            : base(compoundShape)
        {
            Events = new CompoundEventManager();

            for (int i = 0; i < compoundShape.shapes.Count; i++)
            {
                CompoundChild child = GetChild(compoundShape.shapes.Elements[i], i);
                this.children.Add(child);
            }
            hierarchy = new CompoundHierarchy(this);
        }
        ///<summary>
        /// Constructs a compound collidable using additional information about the shapes in the compound.
        ///</summary>
        ///<param name="children">Data representing the children of the compound collidable.</param>
        ///<param name="center">Location computed to be the center of the compound object.</param>
        public CompoundCollidable(IList <CompoundChildData> children, out Vector3f center)
        {
            Events = new CompoundEventManager();

            var shapeList = new RawList <CompoundShapeEntry>();

            //Create the shape first.
            for (int i = 0; i < children.Count; i++)
            {
                shapeList.Add(children[i].Entry);
            }
            base.Shape = new CompoundShape(shapeList, out center);
            //Now create the actual child objects.
            for (int i = 0; i < children.Count; i++)
            {
                this.children.Add(GetChild(children[i], i));
            }
            hierarchy = new CompoundHierarchy(this);
        }
        //Used to efficiently split compounds.
        internal CompoundCollidable()
        {
            Events = new CompoundEventManager();

            hierarchy = new CompoundHierarchy(this);
        }