public CompositePhysicsObject(World world, PhysicsObject physObA, PhysicsObject physObB, Vector2 relativeJointPosition) { this.physObA = physObA; this.physObB = physObB; revJoint = JointFactory.CreateRevoluteJoint(world, physObA.fixture.Body, physObB.fixture.Body, ConvertUnits.ToSimUnits(relativeJointPosition)); physObA.fixture.IgnoreCollisionWith(physObB.fixture); physObB.fixture.IgnoreCollisionWith(physObA.fixture); }