Heres a picture of how the vertexes should be arranged to make a hole.
To make it a closed circle, just make the ends right together. This is
just to show you how they should be arranged.
http://physics2ddotnet.googlegroups.com/web/circle_vertexes.JPG?gsc=QJbKEAsAAAC2YEPI0t59caxAxAmlSMOL
(the picture is also in the "files" section, if the link doesn't work)
A vertex array is basically the outline of the shape in anti-clockwise
order, and is always a closed shape. The vertex array of a square
would be the 4 corners.
Also, with physics engines you should never have shapes that are too
thin because of "tunneling", which happens when you have thin shapes
travelling too fast. Some engines can get around this (like BOX2D),
but its quite expensive calculating and can slow things down quite a
bit. So you should just make the circle thicker to avoid it.
Also, download Vertices.cs from the "files" section:
http://physics2ddotnet.googlegroups.com/web/Vertices+(2).cs?gda=grP9MkUAAAAMJfP-83FN243RrxxWSFQY3H6oysEoYKlvVseZEv_qvKFuRuhmtHBPbwfLnnTXgFjYW0ioaZv8t3hLHww7u3bTGu1iLHeqhw4ZZRj3RjJ_-A&gsc=yxomSAsAAADybm9VyO52alrX8EQp5QfP
Its a vertex helper class from the Farseer physics engine, which I
modified for Physics2D.NET. It has a function to cut a hole in a
shape, which might help you a bit.
To use it call: newvertexes = Vertices.CutHoleInShape
(bigcirclevertexes, smallcirclevertexes)
That will take bigcirclevertexes, and cut out a hole in it the shape
of smallcirclevertexes. You can use any sized shapes as either the
hole or the cutoutshape, just make sure that the cutout shape is
inside the main shape.
Cheers