/// <summary>
        /// Creates a chain.
        /// </summary>
        /// <param name="world">The world.</param>
        /// <param name="start">The start.</param>
        /// <param name="end">The end.</param>
        /// <param name="linkWidth">The width.</param>
        /// <param name="linkHeight">The height.</param>
        /// <param name="fixStart">if set to <c>true</c> [fix start].</param>
        /// <param name="fixEnd">if set to <c>true</c> [fix end].</param>
        /// <param name="numberOfLinks">The number of links.</param>
        /// <param name="linkDensity">The link density.</param>
        /// <returns></returns>
        public static Path CreateChain(PhysicsWorld world, Vector2 start, Vector2 end, float linkWidth, float linkHeight,
            bool fixStart, bool fixEnd, int numberOfLinks, float linkDensity)
        {
            //Chain start / end
            Path path = new Path();
            path.Add(start);
            path.Add(end);

            //A single chainlink
            PolygonShape shape = new PolygonShape(PolygonTools.CreateRectangle(linkWidth, linkHeight), linkDensity);

            //Use PathManager to create all the chainlinks based on the chainlink created before.
            List<PhysicsBody> chainLinks = PathManager.EvenlyDistributeShapesAlongPath(world, path, shape, BodyType.Dynamic,
                                                                                numberOfLinks);

            if (fixStart)
            {
                //Fix the first chainlink to the world
                JointFactory.CreateFixedRevoluteJoint(world, chainLinks[0], new Vector2(0, -(linkHeight / 2)),
                                                      chainLinks[0].Position);
            }

            if (fixEnd)
            {
                //Fix the last chainlink to the world
                JointFactory.CreateFixedRevoluteJoint(world, chainLinks[chainLinks.Count - 1],
                                                      new Vector2(0, (linkHeight / 2)),
                                                      chainLinks[chainLinks.Count - 1].Position);
            }

            //Attach all the chainlinks together with a revolute joint
            PathManager.AttachBodiesWithRevoluteJoint(world, chainLinks, new Vector2(0, -linkHeight),
                                                      new Vector2(0, linkHeight),
                                                      false, false);

            return (path);
        }
        //TODO: Comment better
        /// <summary>
        /// Moves the body on the path.
        /// </summary>
        /// <param name="path">The path.</param>
        /// <param name="body">The body.</param>
        /// <param name="time">The time.</param>
        /// <param name="strength">The strength.</param>
        /// <param name="timeStep">The time step.</param>
        public static void MoveBodyOnPath(Path path, PhysicsBody body, float time, float strength, float timeStep)
        {
            Vector2 destination = path.GetPosition(time);
            Vector2 positionDelta = body.Position - destination;
            Vector2 velocity = (positionDelta / timeStep) * strength;

            body.LinearVelocity = -velocity;
        }
 public static List<PhysicsBody> EvenlyDistributeShapesAlongPath(PhysicsWorld world, Path path, Shape shape, BodyType type,
                                                          int copies)
 {
     return EvenlyDistributeShapesAlongPath(world, path, shape, type, copies, null);
 }
        /// <summary>
        /// Duplicates the given Body along the given path for approximatly the given copies.
        /// </summary>
        /// <param name="world">The world.</param>
        /// <param name="path">The path.</param>
        /// <param name="shape">The shape.</param>
        /// <param name="type">The type.</param>
        /// <param name="copies">The copies.</param>
        /// <param name="userData">The user data.</param>
        /// <returns></returns>
        public static List<PhysicsBody> EvenlyDistributeShapesAlongPath(PhysicsWorld world, Path path, Shape shape, BodyType type,
                                                                 int copies, object userData)
        {
            List<Shape> shapes = new List<Shape>(1);
            shapes.Add(shape);

            return EvenlyDistributeShapesAlongPath(world, path, shapes, type, copies, userData);
        }
        /// <summary>
        /// Duplicates the given Body along the given path for approximatly the given copies.
        /// </summary>
        /// <param name="world">The world.</param>
        /// <param name="path">The path.</param>
        /// <param name="shapes">The shapes.</param>
        /// <param name="type">The type.</param>
        /// <param name="copies">The copies.</param>
        /// <param name="userData"></param>
        /// <returns></returns>
        public static List<PhysicsBody> EvenlyDistributeShapesAlongPath(PhysicsWorld world, Path path, IEnumerable<Shape> shapes,
                                                                 BodyType type, int copies, object userData)
        {
            List<Vector3> centers = path.SubdivideEvenly(copies);
            List<PhysicsBody> bodyList = new List<PhysicsBody>();

            for (int i = 0; i < centers.Count; i++)
            {
                PhysicsBody b = new PhysicsBody(world);

                // copy the type from original body
                b.BodyType = type;
                b.Position = new Vector2(centers[i].X, centers[i].Y);
                b.Rotation = centers[i].Z;

                foreach (Shape shape in shapes)
                {
                    b.CreateFixture(shape, userData);
                }

                bodyList.Add(b);
            }

            return bodyList;
        }
        /// <summary>
        /// Convert a closed path into a polygon.
        /// Convex decomposition is automatically performed.
        /// </summary>
        /// <param name="path">The path.</param>
        /// <param name="body">The body.</param>
        /// <param name="density">The density.</param>
        /// <param name="subdivisions">The subdivisions.</param>
        public static void ConvertPathToPolygon(Path path, PhysicsBody body, float density, int subdivisions)
        {
            if (!path.Closed)
                throw new Exception("The path must be closed to convert to a polygon.");

            List<Vector2> verts = path.GetVertices(subdivisions);

            List<Vertices> decomposedVerts = EarclipDecomposer.ConvexPartition(new Vertices(verts));

            //List<Vertices> decomposedVerts = BayazitDecomposer.ConvexPartition(new Vertices(verts));

            foreach (Vertices item in decomposedVerts)
            {
                body.CreateFixture(new PolygonShape(item, density));
            }
        }
        //Contributed by Matthew Bettcher
        /// <summary>
        /// Convert a path into a set of edges and attaches them to the specified body.
        /// Note: use only for static edges.
        /// </summary>
        /// <param name="path">The path.</param>
        /// <param name="body">The body.</param>
        /// <param name="subdivisions">The subdivisions.</param>
        public static void ConvertPathToEdges(Path path, PhysicsBody body, int subdivisions)
        {
            Vertices verts = path.GetVertices(subdivisions);

            if (path.Closed)
            {
                LoopShape loop = new LoopShape(verts);
                body.CreateFixture(loop);
            }
            else
            {
                for (int i = 1; i < verts.Count; i++)
                {
                    body.CreateFixture(new EdgeShape(verts[i], verts[i - 1]));
                }
            }
        }