function ConvexBody(options) {
        Particle.call(this, options);

        var originalSize = hull.polyhedralProperties.size;
        var size = options.size || originalSize;

        var scaleX = size[0] / originalSize[0];
        var scaleY = size[1] / originalSize[1];
        var scaleZ = size[2] / originalSize[2];

        this._scale = [scaleX, scaleY, scaleZ];

        var T = new Mat33([scaleX, 0, 0, 0, scaleY, 0, 0, 0, scaleZ]);

        this.hull = hull;

        this.vertices = [];
        for (var i = 0, len = hull.vertices.length; i < len; i++) {
            this.vertices.push(T.vectorMultiply(hull.vertices[i], new Vec3()));
        }

        _computeInertiaProperties.call(this, T);
        this.inverseInertia.copy(this.localInverseInertia);
        this.updateInertia();

        var w = options.angularVelocity;
        if (w) this.setAngularVelocity(w.x, w.y, w.z);
    }
The body class with inertia and vertices inferred from the input ConvexHull or Vec3 array.

@class ConvexBody
@param {Object} options The options hash.