rendered paste bodyusing System;
using System.Collections.Generic;
using System.Text;
using Microsoft.DirectX;
namespace BEngine.Physics.Shapes
{
public class Rectangle : PointMassSystem
{
public Rectangle( float x, float y, float width, float height, float totalMass )
{
float massPerPoint = totalMass / 4;
this.CreatePoint( new Vector2( x, y ), massPerPoint );
this.CreatePoint( new Vector2( x + width, y ), massPerPoint );
this.CreatePoint( new Vector2( x + width, y + height ), massPerPoint );
this.CreatePoint( new Vector2( x, y + height ), massPerPoint );
//TODO: RIG CONTRAINT FROM FIRST TO LAST.
PointMassSystem.RigidConstrain( this.Points[ 0 ], this.Points[ 1 ] );
PointMassSystem.RigidConstrain( this.Points[ 1 ], this.Points[ 2 ] );
PointMassSystem.RigidConstrain( this.Points[ 2 ], this.Points[ 3 ] );
PointMassSystem.RigidConstrain( this.Points[ 3 ], this.Points[ 0 ] );
PointMassSystem.RigidConstrain( this.Points[ 0 ], this.Points[ 2 ] );
}
}
}