You can do this with a simple algorithm in 2D using a brute-force method. It's super fast when you cap N to something reasonable. For a 2D OBB I imagine maybe N as 5-15 could look good for a lot of games.
generate N points inside of obb
let S be an empty set of polygons
for each point A in N points
let shape be initialized with obb
for each other point B in N points
create plane P between A and B
assign A and B to P as references (in case this book-keeping is needed later)
slice shape with P
S.insert(shape)
S is now the voronoi diagram
How you generate your initial point set determines the style of the shatter. After this algorithm runs you can look at each shape relative to how close it is to the impact point, and assign initial velocities.