using 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 ] ); } } }