public Car(World world, Vector2 position, float orientation) { float rearAxleDist = -WHEEL_POS_LR.X; position += new Vector2((float)Math.Cos(orientation) * rearAxleDist, (float)Math.Sin(orientation) * rearAxleDist); Body = BodyFactory.CreateRectangle(world, HALF_CAR_LENGTH * 2, HALF_CAR_WIDTH * 2, CHASSIS_DENSITY, position); Body.BodyType = BodyType.Dynamic; Body.Friction = FRICTION; Body.Restitution = RESTITUTION; Body.AngularDamping = ANGULAR_DAMPING; Body.Rotation = orientation; Wheels = new WheelSet(world, this, position, orientation); this.world = world; }