Added .gitignore, and implemented stable stacking

This commit is contained in:
max
2026-09-03 17:50:53 +02:00
parent d8758f98dc
commit 6abf8320b0
36 changed files with 249 additions and 1047 deletions

16
.gitignore vendored Normal file
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@@ -0,0 +1,16 @@
# Build results
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio user files
.vs/
*.user
*.userosscache
*.suo
*.userprefs
# OS generated files
.DS_Store
Thumbs.db

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@@ -89,95 +89,146 @@ namespace PhysicsEngine
float worldHeight = 7.2f; float worldHeight = 7.2f;
float wallThickness = 1.0f; float wallThickness = 1.0f;
// 1. Static world borders // 1. Static World Borders
Box floor = new Box(new Vector2(worldWidth * 0.5f, worldHeight + (wallThickness * 0.5f)), new Vector2(worldWidth + wallThickness * 2, wallThickness), 0f); Box floor = new Box(new Vector2(worldWidth * 0.5f, worldHeight + (wallThickness * 0.5f)), new Vector2(worldWidth + wallThickness * 2, wallThickness), 0f);
floor.BaseColor = Color.DarkGray; floor.BaseColor = new Color(60, 60, 60);
floor.Friction = 0.9f; floor.Friction = 0.9f;
world.AddBody(floor); world.AddBody(floor);
Box ceiling = new Box(new Vector2(worldWidth * 0.5f, -wallThickness * 0.5f), new Vector2(worldWidth + wallThickness * 2, wallThickness), 0f); Box ceiling = new Box(new Vector2(worldWidth * 0.5f, -wallThickness * 0.5f), new Vector2(worldWidth + wallThickness * 2, wallThickness), 0f);
ceiling.BaseColor = Color.DarkGray; ceiling.BaseColor = new Color(60, 60, 60);
world.AddBody(ceiling); world.AddBody(ceiling);
Box leftWall = new Box(new Vector2(-wallThickness * 0.5f, worldHeight * 0.5f), new Vector2(wallThickness, worldHeight + wallThickness * 2), 0f); Box leftWall = new Box(new Vector2(-wallThickness * 0.5f, worldHeight * 0.5f), new Vector2(wallThickness, worldHeight + wallThickness * 2), 0f);
leftWall.BaseColor = Color.DarkGray; leftWall.BaseColor = new Color(60, 60, 60);
world.AddBody(leftWall); world.AddBody(leftWall);
Box rightWall = new Box(new Vector2(worldWidth + wallThickness * 0.5f, worldHeight * 0.5f), new Vector2(wallThickness, worldHeight + wallThickness * 2), 0f); Box rightWall = new Box(new Vector2(worldWidth + wallThickness * 0.5f, worldHeight * 0.5f), new Vector2(wallThickness, worldHeight + wallThickness * 2), 0f);
rightWall.BaseColor = Color.DarkGray; rightWall.BaseColor = new Color(60, 60, 60);
world.AddBody(rightWall); world.AddBody(rightWall);
// 2. Static Ramps and Platforms
Box platform = new Box(new Vector2(9.0f, 4.5f), new Vector2(3.5f, 0.3f), 0f);
platform.BaseColor = Color.Gray;
platform.Friction = 0.8f;
world.AddBody(platform);
Box ramp = new Box(new Vector2(2.0f, 3.5f), new Vector2(3.5f, 0.3f), 0f); // =========================================================================
ramp.Rotation = 0.35f; // Slopes down toward center stack // TEST 1: Ultra-Tall Thin Skyscraper (X = 2.0)
ramp.BaseColor = Color.Gray; // 18-box high column testing vertical constraint propagation and slop
ramp.Friction = 0.6f; // =========================================================================
world.AddBody(ramp); float singleStackX = 2.0f;
float colBoxWidth = 0.5f;
float colBoxHeight = 0.35f;
int towerHeight = 18;
// 3. Main Ground Box Tower (5 boxes high) for (int i = 0; i < towerHeight; i++)
float stackX = 5.0f;
float boxHeight = 0.6f;
float boxWidth = 0.6f;
float startY = worldHeight - (boxHeight * 0.5f); // Sits cleanly on the floor surface (Y = 7.2)
Color[] stackColors = new Color[]
{ {
Color.DarkGreen, Color.Green, Color.Lime, Color.DarkPurple, Color.Yellow float y = worldHeight - (colBoxHeight * 0.5f) - (i * colBoxHeight);
}; Box box = new Box(new Vector2(singleStackX, y), new Vector2(colBoxWidth, colBoxHeight), 10f);
for (int i = 0; i < 5; i++) // Color gradient using integer calculations
{ int r = Math.Clamp(30 + i * 11, 0, 255);
float y = startY - (i * boxHeight); int g = Math.Clamp(140 - i * 6, 0, 255);
Box stackBox = new Box(new Vector2(stackX, y), new Vector2(boxWidth, boxHeight), 20f); int b = Math.Clamp(255 - i * 5, 0, 255);
stackBox.BaseColor = stackColors[i % stackColors.Length]; box.BaseColor = new Color(r, g, b);
stackBox.Friction = 0.8f;
stackBox.Restitution = 0.0f; box.Friction = 0.85f;
world.AddBody(stackBox); box.Restitution = 0.0f;
world.AddBody(box);
} }
// 4. Secondary Platform Stack (3 boxes high)
float platformStackX = 9.0f;
float platformTopY = 4.5f - 0.15f; // Top surface of platform
float platformStartY = platformTopY - (boxHeight * 0.5f);
for (int i = 0; i < 3; i++) // =========================================================================
// TEST 2: 10-Tier Staggered Pyramid (Centered at X = 6.2)
// 55 boxes in multi-contact arrangement testing shear and load distribution
// =========================================================================
int pyramidTiers = 10;
float pBoxWidth = 0.45f;
float pBoxHeight = 0.30f;
float pyramidCenterX = 6.2f;
for (int row = 0; row < pyramidTiers; row++)
{ {
float y = platformStartY - (i * boxHeight); int boxesInRow = pyramidTiers - row;
Box pBox = new Box(new Vector2(platformStackX, y), new Vector2(0.5f, boxHeight), 12f); float rowY = worldHeight - (pBoxHeight * 0.5f) - (row * pBoxHeight);
pBox.BaseColor = Color.Blue; float startX = pyramidCenterX - ((boxesInRow - 1) * pBoxWidth * 0.5f);
pBox.Friction = 0.8f;
pBox.Restitution = 0.0f; for (int col = 0; col < boxesInRow; col++)
world.AddBody(pBox); {
float x = startX + (col * pBoxWidth);
Box pBox = new Box(new Vector2(x, rowY), new Vector2(pBoxWidth - 0.01f, pBoxHeight - 0.01f), 15f);
// Heatmap color gradient (Integer args)
int r = Math.Min(255, 180 + row * 8);
int g = Math.Min(255, row * 26);
int b = 30;
pBox.BaseColor = new Color(r, g, b);
pBox.Friction = 0.9f;
pBox.Restitution = 0.0f;
world.AddBody(pBox);
}
} }
// 5. Dynamic Circles for Stack Interaction
// Circle balanced on top of the main ground stack
float mainStackTopY = startY - (4 * boxHeight) - (boxHeight * 0.5f);
Circle stackCap = new Circle(new Vector2(stackX, mainStackTopY - 0.3f), 0.3f, 8f);
stackCap.BaseColor = Color.Orange;
stackCap.Friction = 0.8f;
stackCap.Restitution = 0.0f;
world.AddBody(stackCap);
// Heavy ball spawned on the ramp to roll down and strike the main stack // =========================================================================
Circle rollingBall = new Circle(new Vector2(1.0f, 1.5f), 0.45f, 350f); // TEST 3: Interlocked Double Tower Structure (X = 10.0 and X = 11.0)
rollingBall.BaseColor = Color.Red; // Parallel columns tied together by heavy cross-planks every 4 tiers
rollingBall.Friction = 0.5f; // =========================================================================
rollingBall.Restitution = 0.1f; float towerAX = 10.0f;
world.AddBody(rollingBall); float towerBX = 11.0f;
float tBoxWidth = 0.45f;
float tBoxHeight = 0.32f;
int towerRows = 16;
// Bouncy ball dropped over the platform stack to test stability under impact for (int row = 0; row < towerRows; row++)
Circle droppingBall = new Circle(new Vector2(9.0f, 0.8f), 0.35f, 10f); {
droppingBall.BaseColor = Color.Gold; float y = worldHeight - (tBoxHeight * 0.5f) - (row * tBoxHeight);
droppingBall.Friction = 0.4f;
droppingBall.Restitution = 0.4f; int r = 50;
droppingBall.Velocity = new Vector2(0.0f, 2.0f); int g = Math.Min(255, 100 + row * 8);
world.AddBody(droppingBall); int b = Math.Min(255, 180 + row * 4);
// Column A Box
Box boxA = new Box(new Vector2(towerAX, y), new Vector2(tBoxWidth, tBoxHeight), 12f);
boxA.BaseColor = new Color(r, g, b);
boxA.Friction = 0.8f;
boxA.Restitution = 0.0f;
world.AddBody(boxA);
// Column B Box
Box boxB = new Box(new Vector2(towerBX, y), new Vector2(tBoxWidth, tBoxHeight), 12f);
boxB.BaseColor = new Color(r, g, b);
boxB.Friction = 0.8f;
boxB.Restitution = 0.0f;
world.AddBody(boxB);
// Cross-plank binder every 4th level
if (row % 4 == 3)
{
float plankY = y - (tBoxHeight * 0.5f) - 0.08f;
Box plank = new Box(new Vector2((towerAX + towerBX) * 0.5f, plankY), new Vector2(1.6f, 0.16f), 30f);
plank.BaseColor = new Color(220, 160, 40);
plank.Friction = 0.95f;
plank.Restitution = 0.0f;
world.AddBody(plank);
}
}
// =========================================================================
// TEST 4: High-Mass Top Stressers
// =========================================================================
// Heavy weight on top of thin skyscraper
float capY = worldHeight - (towerHeight * colBoxHeight) - 0.4f;
Box heavyCap = new Box(new Vector2(singleStackX, capY), new Vector2(0.8f, 0.8f), 150f);
heavyCap.BaseColor = new Color(240, 40, 40);
heavyCap.Friction = 0.9f;
world.AddBody(heavyCap);
// Heavy sphere dropping onto the peak of the pyramid
Circle impactBall = new Circle(new Vector2(pyramidCenterX, 0.5f), 0.45f, 250f);
impactBall.BaseColor = new Color(255, 80, 0);
impactBall.Friction = 0.7f;
impactBall.Restitution = 0.05f;
world.AddBody(impactBall);
} }
} }
} }

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@@ -6,10 +6,11 @@ namespace PhysicsEngine
{ {
public static class CollisionEngine public static class CollisionEngine
{ {
private const float Slop = 0.01f; private const float Slop = 0.005f;
private const float PositionCorrectionPercent = 0.2f; private const float PositionCorrectionPercent = 0.2f;
private const float MaxCorrection = 0.2f; private const float MaxCorrection = 0.2f;
private const int VelocityIterations = 8; private const int VelocityIterations = 8;
private const int PositionIterations = 3;
private class Contact private class Contact
{ {
@@ -23,14 +24,44 @@ namespace PhysicsEngine
public Body BodyB; public Body BodyB;
public Vector2 RA; public Vector2 RA;
public Vector2 RB; public Vector2 RB;
public Vector2 LocalA;
public Vector2 LocalB;
public float NormalMass; public float NormalMass;
public float TangentMass; public float TangentMass;
public float Friction; public float Friction;
public float Restitution; public float Restitution;
public float RestitutionBias; public float RestitutionBias;
public float Bias; // baumgarte position correction bias public float VelocityBias;
public ContactKey Key;
} }
private struct ContactKey : IEquatable<ContactKey>
{
public Body BodyA;
public Body BodyB;
public int Index;
public ContactKey(Body a, Body b, int index)
{
BodyA = a;
BodyB = b;
Index = index;
}
public bool Equals(ContactKey other)
{
return Equals(BodyA, other.BodyA) && Equals(BodyB, other.BodyB) && Index == other.Index;
}
public override int GetHashCode()
{
return HashCode.Combine(BodyA, BodyB, Index);
}
}
private static Dictionary<ContactKey, (float Normal, float Tangent)> WarmStartCache = new Dictionary<ContactKey, (float, float)>();
public static void ResolveCollisions(List<Body> bodies, float dt) public static void ResolveCollisions(List<Body> bodies, float dt)
{ {
if (dt <= 0) return; if (dt <= 0) return;
@@ -57,14 +88,22 @@ namespace PhysicsEngine
} }
} }
Dictionary<ContactKey, (float Normal, float Tangent)> newCache = new Dictionary<ContactKey, (float, float)>();
// pre-step / initialization // pre-step / initialization
foreach (var contact in contacts) foreach (var contact in contacts)
{ {
contact.AccumulatedNormalImpulse = 0;
contact.AccumulatedTangentImpulse = 0;
contact.RA = contact.Point - contact.BodyA.Position; contact.RA = contact.Point - contact.BodyA.Position;
contact.RB = contact.Point - contact.BodyB.Position; contact.RB = contact.Point - contact.BodyB.Position;
float cosA = (float)Math.Cos(-contact.BodyA.Rotation);
float sinA = (float)Math.Sin(-contact.BodyA.Rotation);
contact.LocalA = new Vector2(contact.RA.X * cosA - contact.RA.Y * sinA, contact.RA.X * sinA + contact.RA.Y * cosA);
float cosB = (float)Math.Cos(-contact.BodyB.Rotation);
float sinB = (float)Math.Sin(-contact.BodyB.Rotation);
contact.LocalB = new Vector2(contact.RB.X * cosB - contact.RB.Y * sinB, contact.RB.X * sinB + contact.RB.Y * cosB);
float invMassA = contact.BodyA.InverseMass; float invMassA = contact.BodyA.InverseMass;
float invMassB = contact.BodyB.InverseMass; float invMassB = contact.BodyB.InverseMass;
float invIA = contact.BodyA.InverseInertia; float invIA = contact.BodyA.InverseInertia;
@@ -88,8 +127,21 @@ namespace PhysicsEngine
contact.RestitutionBias = rvNormal < -0.5f ? -contact.Restitution * rvNormal : 0; contact.RestitutionBias = rvNormal < -0.5f ? -contact.Restitution * rvNormal : 0;
float penetrationError = Math.Max(contact.Penetration - Slop, 0.0f); float penetrationError = Math.Max(contact.Penetration - Slop, 0.0f);
contact.Bias = (PositionCorrectionPercent / dt) * penetrationError; contact.VelocityBias = (PositionCorrectionPercent / dt) * penetrationError;
contact.Bias = Math.Min(contact.Bias, MaxCorrection / dt);
if (WarmStartCache.TryGetValue(contact.Key, out var impulse))
{
contact.AccumulatedNormalImpulse = impulse.Normal;
contact.AccumulatedTangentImpulse = impulse.Tangent;
Vector2 totalImpulse = contact.Normal * contact.AccumulatedNormalImpulse + contact.Tangent * contact.AccumulatedTangentImpulse;
ApplyImpulse(contact, totalImpulse);
}
else
{
contact.AccumulatedNormalImpulse = 0;
contact.AccumulatedTangentImpulse = 0;
}
} }
// velocity Impulse Solver // velocity Impulse Solver
@@ -101,7 +153,7 @@ namespace PhysicsEngine
Vector2 rv = GetRelativeVelocity(contact); Vector2 rv = GetRelativeVelocity(contact);
float vn = Vector2.Dot(rv, contact.Normal); float vn = Vector2.Dot(rv, contact.Normal);
float targetVn = contact.RestitutionBias + contact.Bias; float targetVn = contact.RestitutionBias + contact.VelocityBias;
float lambda = -contact.NormalMass * (vn - targetVn); float lambda = -contact.NormalMass * (vn - targetVn);
float newImpulse = Math.Max(contact.AccumulatedNormalImpulse + lambda, 0.0f); float newImpulse = Math.Max(contact.AccumulatedNormalImpulse + lambda, 0.0f);
@@ -123,6 +175,53 @@ namespace PhysicsEngine
ApplyImpulse(contact, contact.Tangent * lambdaT); ApplyImpulse(contact, contact.Tangent * lambdaT);
} }
} }
foreach (var contact in contacts)
{
newCache[contact.Key] = (contact.AccumulatedNormalImpulse, contact.AccumulatedTangentImpulse);
}
WarmStartCache = newCache;
for (int iter = 0; iter < PositionIterations; iter++)
{
foreach (var contact in contacts)
{
float cosA = (float)Math.Cos(contact.BodyA.Rotation);
float sinA = (float)Math.Sin(contact.BodyA.Rotation);
Vector2 rA = new Vector2(contact.LocalA.X * cosA - contact.LocalA.Y * sinA, contact.LocalA.X * sinA + contact.LocalA.Y * cosA);
float cosB = (float)Math.Cos(contact.BodyB.Rotation);
float sinB = (float)Math.Sin(contact.BodyB.Rotation);
Vector2 rB = new Vector2(contact.LocalB.X * cosB - contact.LocalB.Y * sinB, contact.LocalB.X * sinB + contact.LocalB.Y * cosB);
Vector2 pA = contact.BodyA.Position + rA;
Vector2 pB = contact.BodyB.Position + rB;
float currentPenetration = contact.Penetration - Vector2.Dot(pB - pA, contact.Normal);
float penetrationError = Math.Max(currentPenetration - Slop, 0.0f);
if (penetrationError <= 0) continue;
float correctionAmount = Math.Min(penetrationError * PositionCorrectionPercent, MaxCorrection);
float rnA = Cross(rA, contact.Normal);
float rnB = Cross(rB, contact.Normal);
float denom = contact.BodyA.InverseMass + contact.BodyB.InverseMass + rnA * rnA * contact.BodyA.InverseInertia + rnB * rnB * contact.BodyB.InverseInertia;
float normalMass = denom > 0 ? 1.0f / denom : 0;
Vector2 pImpulse = contact.Normal * (correctionAmount * normalMass);
if (!contact.BodyA.IsStatic)
{
contact.BodyA.Position -= pImpulse * contact.BodyA.InverseMass;
contact.BodyA.Rotation -= Cross(rA, pImpulse) * contact.BodyA.InverseInertia;
}
if (!contact.BodyB.IsStatic)
{
contact.BodyB.Position += pImpulse * contact.BodyB.InverseMass;
contact.BodyB.Rotation += Cross(rB, pImpulse) * contact.BodyB.InverseInertia;
}
}
}
} }
private static void ResolveCircleCircle(Circle c1, Circle c2, List<Contact> contacts) private static void ResolveCircleCircle(Circle c1, Circle c2, List<Contact> contacts)
@@ -143,7 +242,8 @@ namespace PhysicsEngine
Normal = normal, Normal = normal,
Penetration = penetration, Penetration = penetration,
BodyA = c1, BodyA = c1,
BodyB = c2 BodyB = c2,
Key = new ContactKey(c1, c2, 0)
}); });
} }
@@ -210,7 +310,8 @@ namespace PhysicsEngine
Normal = normalWorld, Normal = normalWorld,
Penetration = penetration, Penetration = penetration,
BodyA = box, BodyA = box,
BodyB = circle BodyB = circle,
Key = new ContactKey(box, circle, 0)
}; };
if (swapped) if (swapped)
@@ -218,6 +319,7 @@ namespace PhysicsEngine
contact.BodyA = circle; contact.BodyA = circle;
contact.BodyB = box; contact.BodyB = box;
contact.Normal = -contact.Normal; contact.Normal = -contact.Normal;
contact.Key = new ContactKey(circle, box, 0);
} }
contacts.Add(contact); contacts.Add(contact);
@@ -288,6 +390,7 @@ namespace PhysicsEngine
clipped = ClipSegmentAgainstPlane(clipped, edgeDir, Vector2.Dot(edgeDir, refV1)); clipped = ClipSegmentAgainstPlane(clipped, edgeDir, Vector2.Dot(edgeDir, refV1));
clipped = ClipSegmentAgainstPlane(clipped, -edgeDir, -Vector2.Dot(edgeDir, refV2)); clipped = ClipSegmentAgainstPlane(clipped, -edgeDir, -Vector2.Dot(edgeDir, refV2));
int localIndex = 0;
foreach (var p in clipped) foreach (var p in clipped)
{ {
float pen = -Vector2.Dot(p - refV1, refNormal); float pen = -Vector2.Dot(p - refV1, refNormal);
@@ -299,12 +402,12 @@ namespace PhysicsEngine
Normal = normal, Normal = normal,
Penetration = pen, Penetration = pen,
BodyA = b1, BodyA = b1,
BodyB = b2 BodyB = b2,
Key = new ContactKey(b1, b2, localIndex++)
}); });
} }
} }
// fallback for edge case precision drops
if (contacts.Count == contactsBefore) if (contacts.Count == contactsBefore)
{ {
Vector2 contactPoint = (incFace[0] + incFace[1]) * 0.5f; Vector2 contactPoint = (incFace[0] + incFace[1]) * 0.5f;
@@ -314,7 +417,8 @@ namespace PhysicsEngine
Normal = normal, Normal = normal,
Penetration = Math.Max(minOverlap, 1e-4f), Penetration = Math.Max(minOverlap, 1e-4f),
BodyA = b1, BodyA = b1,
BodyB = b2 BodyB = b2,
Key = new ContactKey(b1, b2, 0)
}); });
} }
} }

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@@ -6,7 +6,7 @@ namespace PhysicsEngine
{ {
public static void Apply(Body body, float dt) public static void Apply(Body body, float dt)
{ {
body.ApplyForce(Vector2.UnitY * 9.81f/10 * body.Mass); body.ApplyForce(Vector2.UnitY * 9.81f * body.Mass);
} }
} }
} }

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@@ -1,68 +0,0 @@
{
"runtimeTarget": {
"name": ".NETCoreApp,Version=v10.0",
"signature": ""
},
"compilationOptions": {},
"targets": {
".NETCoreApp,Version=v10.0": {
"PhysicsEngine/1.0.0": {
"dependencies": {
"Raylib-cs": "8.0.0"
},
"runtime": {
"PhysicsEngine.dll": {}
}
},
"Raylib-cs/8.0.0": {
"runtime": {
"lib/net10.0/Raylib-cs.dll": {
"assemblyVersion": "0.0.0.0",
"fileVersion": "0.0.0.0"
}
},
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"rid": "win-x64",
"assetType": "native",
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},
"runtimes/win-x86/native/raylib.dll": {
"rid": "win-x86",
"assetType": "native",
"fileVersion": "0.0.0.0"
}
}
}
}
},
"libraries": {
"PhysicsEngine/1.0.0": {
"type": "project",
"serviceable": false,
"sha512": ""
},
"Raylib-cs/8.0.0": {
"type": "package",
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"sha512": "sha512-m+fStTZjOGtkx05RNflERtKbmEUrIZ5/PFV5QXnlA02kAEwxxOC+XhNeCSZJhaGHu9d8m0eTMmefRhHueS3hkg==",
"path": "raylib-cs/8.0.0",
"hashPath": "raylib-cs.8.0.0.nupkg.sha512"
}
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}

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@@ -1,12 +0,0 @@
{
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"tfm": "net10.0",
"framework": {
"name": "Microsoft.NETCore.App",
"version": "10.0.0"
},
"configProperties": {
"System.Runtime.Serialization.EnableUnsafeBinaryFormatterSerialization": false
}
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}

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@@ -1,4 +0,0 @@
// <autogenerated />
using System;
using System.Reflection;
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETCoreApp,Version=v10.0", FrameworkDisplayName = ".NET 10.0")]

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@@ -1,22 +0,0 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Reflection;
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[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+cf1f083cc54031dbb6bf827cde69ef08608683e9")]
[assembly: System.Reflection.AssemblyProductAttribute("PhysicsEngine")]
[assembly: System.Reflection.AssemblyTitleAttribute("PhysicsEngine")]
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
// Generated by the MSBuild WriteCodeFragment class.

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@@ -1,17 +0,0 @@
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build_property.PlatformNeutralAssembly =
build_property.EnforceExtendedAnalyzerRules =
build_property._SupportedPlatformList = Linux,macOS,Windows
build_property.RootNamespace = PhysicsEngine
build_property.ProjectDir = C:\Users\maxwes08\source\repos\Physics-Engine\PhysicsEngine\
build_property.EnableComHosting =
build_property.EnableGeneratedComInterfaceComImportInterop =
build_property.EffectiveAnalysisLevelStyle = 10.0
build_property.EnableCodeStyleSeverity =

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@@ -1,8 +0,0 @@
// <auto-generated/>
global using System;
global using System.Collections.Generic;
global using System.IO;
global using System.Linq;
global using System.Net.Http;
global using System.Threading;
global using System.Threading.Tasks;

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@@ -1 +0,0 @@
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@@ -1,44 +0,0 @@
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