public void Destroy(b2Contact c)
        {
            b2Fixture fixtureA = c.FixtureA;
            b2Fixture fixtureB = c.FixtureB;
            b2Body bodyA = fixtureA.Body;
            b2Body bodyB = fixtureB.Body;

            if (m_contactListener != null && c.IsTouching())
            {
                m_contactListener.EndContact(c);
            }

            // Remove from the world.
            if (c.Prev != null)
            {
                c.Prev.Next = c.Next;
            }

            if (c.Next != null)
            {
                c.Next.Prev = c.Prev;
            }

            if (c == m_contactList)
            {
                m_contactList = c.Next;
            }

            // Remove from body 1
            if (c.NodeA.Prev != null)
            {
                c.NodeA.Prev.Next = c.NodeA.Next;
            }

            if (c.NodeA.Next != null)
            {
                c.NodeA.Next.Prev = c.NodeA.Prev;
            }

            if (c.NodeA == bodyA.ContactList)
            {
                bodyA.ContactList = c.NodeA.Next;
            }

            // Remove from body 2
            if (c.NodeB.Prev != null)
            {
                c.NodeB.Prev.Next = c.NodeB.Next;
            }

            if (c.NodeB.Next != null)
            {
                c.NodeB.Next.Prev = c.NodeB.Prev;
            }

            if (c.NodeB == bodyB.ContactList)
            {
                bodyB.ContactList = c.NodeB.Next;
            }

            // Call the factory.
            --m_contactCount;
        }