///<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 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 kinematic entity. ///</summary> ///<param name="shape">Shape to use with the entity.</param> public Entity(EntityShape shape) : this() { Initialize(shape.GetCollidableInstance()); }
protected EntityCollidable(EntityShape shape) { base.Shape = shape; }
///<summary> /// Constructs a new compound shape entry using the volume of the shape as a weight. ///</summary> ///<param name="shape">Shape to use.</param> ///<param name="weight">Weight of the entry. This defines how much the entry contributes to its owner /// for the purposes of center of rotation computation.</param> public CompoundShapeEntry(EntityShape shape, float weight) { LocalTransform = RigidTransform.Identity; Shape = shape; Weight = weight; }
///<summary> /// Constructs a new compound shape entry using the volume of the shape as a weight. ///</summary> ///<param name="shape">Shape to use.</param> public CompoundShapeEntry(EntityShape shape) { LocalTransform = RigidTransform.Identity; Shape = shape; Weight = shape.Volume; }