using Engine.Core; namespace Engine.Physics2D; public class RigidBody2D : Behaviour2D, IRigidBody2D { private const float LOWEST_ALLOWED_MASS = 0.00001f; 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; set => field = Math.Max(value, LOWEST_ALLOWED_MASS); } = 1f; }