///<summary> /// Constructs a new entity. ///</summary> ///<param name="shape">Shape to use with the entity.</param> ///<param name="mass">Mass of the entity. If positive, the entity will be dynamic. Otherwise, it will be kinematic.</param> public Entity(EntityShape shape, float mass) : this() { Initialize(shape.GetCollidableInstance(), mass); }
///<summary> /// Constructs a new entity. ///</summary> ///<param name="shape">Shape to use with the entity.</param> ///<param name="mass">Mass of the entity. If positive, the entity will be dynamic. Otherwise, it will be kinematic.</param> /// <param name="inertiaTensor">Inertia tensor of the entity. Only used for a dynamic entity.</param> public Entity(EntityShape shape, float mass, Matrix3x3 inertiaTensor) : this() { Initialize(shape.GetCollidableInstance(), mass, inertiaTensor); }
///<summary> /// Constructs a new kinematic entity. ///</summary> ///<param name="shape">Shape to use with the entity.</param> public Entity(EntityShape shape) : this() { Initialize(shape.GetCollidableInstance()); }