final float[] sceneCenterCoordinates = pShape.getSceneCenterCoordinates();
boxBodyDef.position.x = sceneCenterCoordinates[Constants.VERTEX_INDEX_X] / pPixelToMeterRatio;
boxBodyDef.position.y = sceneCenterCoordinates[Constants.VERTEX_INDEX_Y] / pPixelToMeterRatio;
final Body boxBody = pPhysicsWorld.createBody(boxBodyDef);
final int vertexCount = pTriangleVertices.size();
for(int i = 0; i < vertexCount; /* */) {
final PolygonShape boxPoly = new PolygonShape();
TMP_TRIANGLE[2] = pTriangleVertices.get(i++);
TMP_TRIANGLE[1] = pTriangleVertices.get(i++);
TMP_TRIANGLE[0] = pTriangleVertices.get(i++);
boxPoly.set(TMP_TRIANGLE);
pFixtureDef.shape = boxPoly;
boxBody.createFixture(pFixtureDef);
boxPoly.dispose();
}
return boxBody;