/// <summary>
        /// Kinematic convex hull constructor.
        /// </summary>
        /// <param name="core">Engine core.</param>
        /// <param name="scene">Scene to add physics properties.</param>
        /// <param name="matrix">Starting transform.</param>
        /// <param name="points">Points defining convex hull.</param>
        public PhysicsColliderComponent(DeepCore core, Scene scene, Matrix matrix, List <Vector3> points)
            : base(core)
        {
            // Store references
            this.scene = scene;

            // Add physics entity
            physicsEntity = new ConvexHull(points);
            physicsEntity.WorldTransform = matrix;
            scene.Space.Add(physicsEntity);
            type = PhysicsPrimitiveType.ConvexHull;
        }
        /// <summary>
        /// Dynamic Box constructor.
        /// </summary>
        /// <param name="core">Engine core.</param>
        /// <param name="scene">Scene to add physics properties.</param>
        /// <param name="matrix">Starting transform.</param>
        /// <param name="width">Width of box.</param>
        /// <param name="height">Height of box.</param>
        /// <param name="length">Length of box.</param>
        /// <param name="mass">Mass of box.</param>
        public PhysicsColliderComponent(DeepCore core, Scene scene, Matrix matrix, float width, float height, float length, float mass)
            : base(core)
        {
            // Store references
            this.scene = scene;

            // Add physics entity
            physicsEntity = new Box(Vector3.Zero, width, height, length, mass);
            physicsEntity.WorldTransform = matrix;
            scene.Space.Add(physicsEntity);
            type = PhysicsPrimitiveType.Box;
        }
        /// <summary>
        /// Kinematic Sphere constructor.
        /// </summary>
        /// <param name="core">Engine core.</param>
        /// <param name="scene">Scene to add physics properties.</param>
        /// <param name="matrix">Starting transform.</param>
        /// <param name="radius">Radius of sphere.</param>
        public PhysicsColliderComponent(DeepCore core, Scene scene, Matrix matrix, float radius)
            : base(core)
        {
            // Store references
            this.scene = scene;

            // Add physics entity
            physicsEntity = new Sphere(Vector3.Zero, radius);
            physicsEntity.WorldTransform = matrix;
            scene.Space.Add(physicsEntity);
            type = PhysicsPrimitiveType.Sphere;
        }