public override void Step(b2TimeStep step)
 {
     if (m_bodyList == null)
     {
         return;
     }
     if (useWorldGravity)
     {
         gravity = GetWorld().GetGravity().Copy();
     }
     for (b2ControllerEdge i = m_bodyList; i != null; i = i.nextBody)
     {
         b2Body body = i.body;
         if (body.IsAwake() == false)
         {
             //Buoyancy force is just a function of position,
             //so unlike most forces, it is safe to ignore sleeping bodes
             continue;
         }
         b2Vec2 areac = new b2Vec2();
         b2Vec2 massc = new b2Vec2();
         float  area  = 0.0f;
         float  mass  = 0.0f;
         for (b2Fixture fixture = body.GetFixtureList(); fixture != null; fixture = fixture.GetNext())
         {
             b2Vec2 sc    = new b2Vec2();
             float  sarea = fixture.GetShape().ComputeSubmergedArea(normal, offset, body.GetTransform(), sc);
             area    += sarea;
             areac.x += sarea * sc.x;
             areac.y += sarea * sc.y;
             float shapeDensity;
             if (useDensity)
             {
                 //TODO: Figure out what to do now density is gone
                 shapeDensity = 1.0f;
             }
             else
             {
                 shapeDensity = 1.0f;
             }
             mass    += sarea * shapeDensity;
             massc.x += sarea * sc.x * shapeDensity;
             massc.y += sarea * sc.y * shapeDensity;
         }
         areac.x /= area;
         areac.y /= area;
         massc.x /= mass;
         massc.y /= mass;
         if (area < float.MinValue)
         {
             continue;
         }
         //Buoyancy
         b2Vec2 buoyancyForce = gravity.GetNegative();
         buoyancyForce.Multiply(density * area);
         body.ApplyForce(buoyancyForce, massc);
         //Linear drag
         b2Vec2 dragForce = body.GetLinearVelocityFromWorldPoint(areac);
         dragForce.Subtract(velocity);
         dragForce.Multiply(-linearDrag * area);
         body.ApplyForce(dragForce, areac);
         //Angular drag
         //TODO: Something that makes more physical sense?
         body.ApplyTorque(-body.GetInertia() / body.GetMass() * area * body.GetAngularVelocity() * angularDrag);
     }
 }