using Syntriax.Engine.Core; using Syntriax.Engine.Core.Abstract; using Syntriax.Engine.Physics2D.Abstract; namespace Syntriax.Engine.Physics2D; public class RigidBody2D : Behaviour, IRigidBody2D { event IAssignableTransform.OnTransformAssignedDelegate? IAssignableTransform.OnTransformAssigned { add => GameObject.OnTransformAssigned += value; remove => GameObject.OnTransformAssigned -= value; } private const float LOWEST_ALLOWED_MASS = 0.00001f; private float _mass = 1f; public IPhysicsMaterial2D Material { get; set; } = new PhysicsMaterial2DDefault(); public Vector2D Velocity { get; set; } = Vector2D.Zero; public float AngularVelocity { get; set; } = 0f; public bool IsStatic { get; set; } = false; public float Mass { get => _mass; set => _mass = Core.Math.Max(value, LOWEST_ALLOWED_MASS); } ITransform IAssignableTransform.Transform => Transform; public bool Assign(ITransform transform) => GameObject.Assign(transform); }