public PhysicsEntity(float restitutionToSet, float Mass, Vector x, Vector v, Vector a, string filename, Layer layer) : base() { Layer = layer; //game.AddChildAt(this,childLayer); //SetOrigin(width / 2, height / 2); restitution = restitutionToSet; if (Utils.IsNearEqual(Mass, 0f, 0.01f)) { invMass = 0; invInertia = 0; } else { invMass = 1 / Mass; } position = x; velocity = v; acceleration = a; UpdatePosition(position); MyGame.AddEntity(this); COM = position; IDP = ID; ID++; }