code: function( bodies ){
  
              var self = this
                  ,scratch = Physics.scratchpad()
                  ,com = scratch.vector().zero()
                  ,b
                  ,pos
                  ,i
                  ,l = bodies && bodies.length
                  ,M = 0
                  ;
  
              if ( !l ){
                  return scratch.done( this );
              }
  
              for ( i = 0; i < l; i++ ){
                  b = bodies[ i ];
                  // remove body from world if applicable
                  if ( b._world ){
                      b._world.remove( b );
                  }
                  // add child
                  this.children.push( b );
                  // add child to geometry
                  this.geometry.addChild(
                      b.geometry,
                      new Physics.vector(b.offset)
                          .rotate(b.state.angular.pos)
                          .vadd(b.state.pos),
                      b.state.angular.pos
                  );
                  // calc com contribution
                  pos = b.state.pos;
                  com.add( pos._[0] * b.mass, pos._[1] * b.mass );
                  M += b.mass;
              }
  
              // add mass
              this.mass += M;
              // com adjustment (assuming com is currently at (0,0) body coords)
              com.mult( 1 / this.mass );
  
              // shift the center of mass
              this.offset.vsub( com );
  
              // refresh view on next render
              if ( this._world ){
                  this._world.one('render', function(){
                      self.view = null;
                  });
              }
              this.recalc();
  
              return scratch.done( this );
          }
docs: CompoundBody#addChildren( bodies ) -> this
  - bodies (Array): The list of children to add
  
  Add an array of children to the compound.