internal static void ApplyParameters(InertiaRotationBehavior behavior, InertiaProcessor2D processor, double initialVelocity)
        {
            if (behavior != null && behavior.CanUseForInertia())
            {
                InertiaRotationBehavior2D behavior2D = new InertiaRotationBehavior2D();

                if (behavior._isInitialVelocitySet)
                {
                    behavior2D.InitialVelocity = (float)AngleUtil.DegreesToRadians(behavior._initialVelocity);
                }
                else
                {
                    behavior2D.InitialVelocity = (float)AngleUtil.DegreesToRadians(initialVelocity);
                }
                if (behavior._isDesiredDecelerationSet)
                {
                    behavior2D.DesiredDeceleration = (float)AngleUtil.DegreesToRadians(behavior._desiredDeceleration);
                }
                if (behavior._isDesiredRotationSet)
                {
                    behavior2D.DesiredRotation = (float)AngleUtil.DegreesToRadians(behavior._desiredRotation);
                }

                processor.RotationBehavior = behavior2D;
            }
        }
        internal static void ApplyParameters(InertiaRotationBehavior behavior, InertiaProcessor2D processor, double initialVelocity)
        {
            if (behavior != null && behavior.CanUseForInertia())
            {
                InertiaRotationBehavior2D behavior2D = new InertiaRotationBehavior2D();

                if (behavior._isInitialVelocitySet)
                {
                    behavior2D.InitialVelocity = (float)AngleUtil.DegreesToRadians(behavior._initialVelocity);
                }
                else
                {
                    behavior2D.InitialVelocity = (float)AngleUtil.DegreesToRadians(initialVelocity);
                }
                if (behavior._isDesiredDecelerationSet)
                {
                    behavior2D.DesiredDeceleration = (float)AngleUtil.DegreesToRadians(behavior._desiredDeceleration);
                }
                if (behavior._isDesiredRotationSet)
                {
                    behavior2D.DesiredRotation = (float)AngleUtil.DegreesToRadians(behavior._desiredRotation);
                }

                processor.RotationBehavior = behavior2D;
            }
        }