Added .gitignore, and implemented stable stacking
This commit is contained in:
16
.gitignore
vendored
Normal file
16
.gitignore
vendored
Normal file
@@ -0,0 +1,16 @@
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# Build results
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[Bb]in/
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[Oo]bj/
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[Ll]og/
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[Ll]ogs/
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# Visual Studio user files
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.vs/
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*.user
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*.userosscache
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*.suo
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*.userprefs
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# OS generated files
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.DS_Store
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Thumbs.db
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@@ -89,95 +89,146 @@ namespace PhysicsEngine
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float worldHeight = 7.2f;
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float worldHeight = 7.2f;
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float wallThickness = 1.0f;
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float wallThickness = 1.0f;
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// 1. Static world borders
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// 1. Static World Borders
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Box floor = new Box(new Vector2(worldWidth * 0.5f, worldHeight + (wallThickness * 0.5f)), new Vector2(worldWidth + wallThickness * 2, wallThickness), 0f);
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Box floor = new Box(new Vector2(worldWidth * 0.5f, worldHeight + (wallThickness * 0.5f)), new Vector2(worldWidth + wallThickness * 2, wallThickness), 0f);
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floor.BaseColor = Color.DarkGray;
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floor.BaseColor = new Color(60, 60, 60);
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floor.Friction = 0.9f;
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floor.Friction = 0.9f;
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world.AddBody(floor);
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world.AddBody(floor);
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Box ceiling = new Box(new Vector2(worldWidth * 0.5f, -wallThickness * 0.5f), new Vector2(worldWidth + wallThickness * 2, wallThickness), 0f);
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Box ceiling = new Box(new Vector2(worldWidth * 0.5f, -wallThickness * 0.5f), new Vector2(worldWidth + wallThickness * 2, wallThickness), 0f);
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ceiling.BaseColor = Color.DarkGray;
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ceiling.BaseColor = new Color(60, 60, 60);
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world.AddBody(ceiling);
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world.AddBody(ceiling);
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Box leftWall = new Box(new Vector2(-wallThickness * 0.5f, worldHeight * 0.5f), new Vector2(wallThickness, worldHeight + wallThickness * 2), 0f);
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Box leftWall = new Box(new Vector2(-wallThickness * 0.5f, worldHeight * 0.5f), new Vector2(wallThickness, worldHeight + wallThickness * 2), 0f);
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leftWall.BaseColor = Color.DarkGray;
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leftWall.BaseColor = new Color(60, 60, 60);
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world.AddBody(leftWall);
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world.AddBody(leftWall);
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Box rightWall = new Box(new Vector2(worldWidth + wallThickness * 0.5f, worldHeight * 0.5f), new Vector2(wallThickness, worldHeight + wallThickness * 2), 0f);
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Box rightWall = new Box(new Vector2(worldWidth + wallThickness * 0.5f, worldHeight * 0.5f), new Vector2(wallThickness, worldHeight + wallThickness * 2), 0f);
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rightWall.BaseColor = Color.DarkGray;
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rightWall.BaseColor = new Color(60, 60, 60);
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world.AddBody(rightWall);
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world.AddBody(rightWall);
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// 2. Static Ramps and Platforms
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Box platform = new Box(new Vector2(9.0f, 4.5f), new Vector2(3.5f, 0.3f), 0f);
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platform.BaseColor = Color.Gray;
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platform.Friction = 0.8f;
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world.AddBody(platform);
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Box ramp = new Box(new Vector2(2.0f, 3.5f), new Vector2(3.5f, 0.3f), 0f);
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// =========================================================================
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ramp.Rotation = 0.35f; // Slopes down toward center stack
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// TEST 1: Ultra-Tall Thin Skyscraper (X = 2.0)
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ramp.BaseColor = Color.Gray;
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// 18-box high column testing vertical constraint propagation and slop
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ramp.Friction = 0.6f;
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// =========================================================================
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world.AddBody(ramp);
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float singleStackX = 2.0f;
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float colBoxWidth = 0.5f;
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float colBoxHeight = 0.35f;
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int towerHeight = 18;
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// 3. Main Ground Box Tower (5 boxes high)
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for (int i = 0; i < towerHeight; i++)
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float stackX = 5.0f;
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float boxHeight = 0.6f;
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float boxWidth = 0.6f;
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float startY = worldHeight - (boxHeight * 0.5f); // Sits cleanly on the floor surface (Y = 7.2)
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Color[] stackColors = new Color[]
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{
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Color.DarkGreen, Color.Green, Color.Lime, Color.DarkPurple, Color.Yellow
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};
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for (int i = 0; i < 5; i++)
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{
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{
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float y = startY - (i * boxHeight);
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float y = worldHeight - (colBoxHeight * 0.5f) - (i * colBoxHeight);
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Box stackBox = new Box(new Vector2(stackX, y), new Vector2(boxWidth, boxHeight), 20f);
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Box box = new Box(new Vector2(singleStackX, y), new Vector2(colBoxWidth, colBoxHeight), 10f);
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stackBox.BaseColor = stackColors[i % stackColors.Length];
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stackBox.Friction = 0.8f;
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// Color gradient using integer calculations
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stackBox.Restitution = 0.0f;
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int r = Math.Clamp(30 + i * 11, 0, 255);
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world.AddBody(stackBox);
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int g = Math.Clamp(140 - i * 6, 0, 255);
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int b = Math.Clamp(255 - i * 5, 0, 255);
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box.BaseColor = new Color(r, g, b);
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box.Friction = 0.85f;
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box.Restitution = 0.0f;
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world.AddBody(box);
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}
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}
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// 4. Secondary Platform Stack (3 boxes high)
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float platformStackX = 9.0f;
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float platformTopY = 4.5f - 0.15f; // Top surface of platform
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float platformStartY = platformTopY - (boxHeight * 0.5f);
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for (int i = 0; i < 3; i++)
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// =========================================================================
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// TEST 2: 10-Tier Staggered Pyramid (Centered at X = 6.2)
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// 55 boxes in multi-contact arrangement testing shear and load distribution
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// =========================================================================
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int pyramidTiers = 10;
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float pBoxWidth = 0.45f;
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float pBoxHeight = 0.30f;
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float pyramidCenterX = 6.2f;
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for (int row = 0; row < pyramidTiers; row++)
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{
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{
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float y = platformStartY - (i * boxHeight);
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int boxesInRow = pyramidTiers - row;
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Box pBox = new Box(new Vector2(platformStackX, y), new Vector2(0.5f, boxHeight), 12f);
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float rowY = worldHeight - (pBoxHeight * 0.5f) - (row * pBoxHeight);
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pBox.BaseColor = Color.Blue;
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float startX = pyramidCenterX - ((boxesInRow - 1) * pBoxWidth * 0.5f);
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pBox.Friction = 0.8f;
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pBox.Restitution = 0.0f;
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for (int col = 0; col < boxesInRow; col++)
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world.AddBody(pBox);
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{
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float x = startX + (col * pBoxWidth);
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Box pBox = new Box(new Vector2(x, rowY), new Vector2(pBoxWidth - 0.01f, pBoxHeight - 0.01f), 15f);
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// Heatmap color gradient (Integer args)
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int r = Math.Min(255, 180 + row * 8);
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int g = Math.Min(255, row * 26);
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int b = 30;
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pBox.BaseColor = new Color(r, g, b);
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pBox.Friction = 0.9f;
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pBox.Restitution = 0.0f;
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world.AddBody(pBox);
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}
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}
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}
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// 5. Dynamic Circles for Stack Interaction
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// Circle balanced on top of the main ground stack
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float mainStackTopY = startY - (4 * boxHeight) - (boxHeight * 0.5f);
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Circle stackCap = new Circle(new Vector2(stackX, mainStackTopY - 0.3f), 0.3f, 8f);
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stackCap.BaseColor = Color.Orange;
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stackCap.Friction = 0.8f;
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stackCap.Restitution = 0.0f;
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world.AddBody(stackCap);
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// Heavy ball spawned on the ramp to roll down and strike the main stack
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// =========================================================================
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Circle rollingBall = new Circle(new Vector2(1.0f, 1.5f), 0.45f, 350f);
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// TEST 3: Interlocked Double Tower Structure (X = 10.0 and X = 11.0)
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rollingBall.BaseColor = Color.Red;
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// Parallel columns tied together by heavy cross-planks every 4 tiers
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rollingBall.Friction = 0.5f;
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// =========================================================================
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rollingBall.Restitution = 0.1f;
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float towerAX = 10.0f;
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world.AddBody(rollingBall);
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float towerBX = 11.0f;
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float tBoxWidth = 0.45f;
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float tBoxHeight = 0.32f;
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int towerRows = 16;
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// Bouncy ball dropped over the platform stack to test stability under impact
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for (int row = 0; row < towerRows; row++)
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Circle droppingBall = new Circle(new Vector2(9.0f, 0.8f), 0.35f, 10f);
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{
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droppingBall.BaseColor = Color.Gold;
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float y = worldHeight - (tBoxHeight * 0.5f) - (row * tBoxHeight);
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droppingBall.Friction = 0.4f;
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droppingBall.Restitution = 0.4f;
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int r = 50;
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droppingBall.Velocity = new Vector2(0.0f, 2.0f);
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int g = Math.Min(255, 100 + row * 8);
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world.AddBody(droppingBall);
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int b = Math.Min(255, 180 + row * 4);
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// Column A Box
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Box boxA = new Box(new Vector2(towerAX, y), new Vector2(tBoxWidth, tBoxHeight), 12f);
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boxA.BaseColor = new Color(r, g, b);
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boxA.Friction = 0.8f;
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boxA.Restitution = 0.0f;
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world.AddBody(boxA);
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// Column B Box
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Box boxB = new Box(new Vector2(towerBX, y), new Vector2(tBoxWidth, tBoxHeight), 12f);
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boxB.BaseColor = new Color(r, g, b);
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boxB.Friction = 0.8f;
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boxB.Restitution = 0.0f;
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world.AddBody(boxB);
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// Cross-plank binder every 4th level
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if (row % 4 == 3)
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{
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float plankY = y - (tBoxHeight * 0.5f) - 0.08f;
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Box plank = new Box(new Vector2((towerAX + towerBX) * 0.5f, plankY), new Vector2(1.6f, 0.16f), 30f);
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plank.BaseColor = new Color(220, 160, 40);
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plank.Friction = 0.95f;
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plank.Restitution = 0.0f;
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world.AddBody(plank);
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}
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}
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// =========================================================================
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// TEST 4: High-Mass Top Stressers
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// =========================================================================
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// Heavy weight on top of thin skyscraper
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float capY = worldHeight - (towerHeight * colBoxHeight) - 0.4f;
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Box heavyCap = new Box(new Vector2(singleStackX, capY), new Vector2(0.8f, 0.8f), 150f);
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heavyCap.BaseColor = new Color(240, 40, 40);
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heavyCap.Friction = 0.9f;
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world.AddBody(heavyCap);
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// Heavy sphere dropping onto the peak of the pyramid
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Circle impactBall = new Circle(new Vector2(pyramidCenterX, 0.5f), 0.45f, 250f);
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impactBall.BaseColor = new Color(255, 80, 0);
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impactBall.Friction = 0.7f;
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impactBall.Restitution = 0.05f;
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world.AddBody(impactBall);
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}
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}
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}
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}
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}
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}
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@@ -6,10 +6,11 @@ namespace PhysicsEngine
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{
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{
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public static class CollisionEngine
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public static class CollisionEngine
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{
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{
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private const float Slop = 0.01f;
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private const float Slop = 0.005f;
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private const float PositionCorrectionPercent = 0.2f;
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private const float PositionCorrectionPercent = 0.2f;
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private const float MaxCorrection = 0.2f;
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private const float MaxCorrection = 0.2f;
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private const int VelocityIterations = 8;
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private const int VelocityIterations = 8;
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private const int PositionIterations = 3;
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private class Contact
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private class Contact
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{
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{
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@@ -23,14 +24,44 @@ namespace PhysicsEngine
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public Body BodyB;
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public Body BodyB;
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public Vector2 RA;
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public Vector2 RA;
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public Vector2 RB;
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public Vector2 RB;
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public Vector2 LocalA;
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public Vector2 LocalB;
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public float NormalMass;
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public float NormalMass;
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public float TangentMass;
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public float TangentMass;
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public float Friction;
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public float Friction;
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public float Restitution;
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public float Restitution;
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public float RestitutionBias;
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public float RestitutionBias;
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public float Bias; // baumgarte position correction bias
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public float VelocityBias;
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public ContactKey Key;
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}
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}
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private struct ContactKey : IEquatable<ContactKey>
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{
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public Body BodyA;
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public Body BodyB;
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public int Index;
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public ContactKey(Body a, Body b, int index)
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{
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BodyA = a;
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BodyB = b;
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Index = index;
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}
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public bool Equals(ContactKey other)
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{
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return Equals(BodyA, other.BodyA) && Equals(BodyB, other.BodyB) && Index == other.Index;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(BodyA, BodyB, Index);
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}
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}
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private static Dictionary<ContactKey, (float Normal, float Tangent)> WarmStartCache = new Dictionary<ContactKey, (float, float)>();
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public static void ResolveCollisions(List<Body> bodies, float dt)
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public static void ResolveCollisions(List<Body> bodies, float dt)
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{
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{
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if (dt <= 0) return;
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if (dt <= 0) return;
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@@ -57,14 +88,22 @@ namespace PhysicsEngine
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}
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}
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}
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}
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Dictionary<ContactKey, (float Normal, float Tangent)> newCache = new Dictionary<ContactKey, (float, float)>();
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// pre-step / initialization
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// pre-step / initialization
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foreach (var contact in contacts)
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foreach (var contact in contacts)
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{
|
{
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contact.AccumulatedNormalImpulse = 0;
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contact.AccumulatedTangentImpulse = 0;
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contact.RA = contact.Point - contact.BodyA.Position;
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contact.RA = contact.Point - contact.BodyA.Position;
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contact.RB = contact.Point - contact.BodyB.Position;
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contact.RB = contact.Point - contact.BodyB.Position;
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float cosA = (float)Math.Cos(-contact.BodyA.Rotation);
|
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float sinA = (float)Math.Sin(-contact.BodyA.Rotation);
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contact.LocalA = new Vector2(contact.RA.X * cosA - contact.RA.Y * sinA, contact.RA.X * sinA + contact.RA.Y * cosA);
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||||||
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||||||
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float cosB = (float)Math.Cos(-contact.BodyB.Rotation);
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||||||
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float sinB = (float)Math.Sin(-contact.BodyB.Rotation);
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contact.LocalB = new Vector2(contact.RB.X * cosB - contact.RB.Y * sinB, contact.RB.X * sinB + contact.RB.Y * cosB);
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float invMassA = contact.BodyA.InverseMass;
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float invMassA = contact.BodyA.InverseMass;
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float invMassB = contact.BodyB.InverseMass;
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float invMassB = contact.BodyB.InverseMass;
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float invIA = contact.BodyA.InverseInertia;
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float invIA = contact.BodyA.InverseInertia;
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@@ -88,8 +127,21 @@ namespace PhysicsEngine
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contact.RestitutionBias = rvNormal < -0.5f ? -contact.Restitution * rvNormal : 0;
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contact.RestitutionBias = rvNormal < -0.5f ? -contact.Restitution * rvNormal : 0;
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float penetrationError = Math.Max(contact.Penetration - Slop, 0.0f);
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float penetrationError = Math.Max(contact.Penetration - Slop, 0.0f);
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contact.Bias = (PositionCorrectionPercent / dt) * penetrationError;
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contact.VelocityBias = (PositionCorrectionPercent / dt) * penetrationError;
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contact.Bias = Math.Min(contact.Bias, MaxCorrection / dt);
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if (WarmStartCache.TryGetValue(contact.Key, out var impulse))
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{
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contact.AccumulatedNormalImpulse = impulse.Normal;
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contact.AccumulatedTangentImpulse = impulse.Tangent;
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Vector2 totalImpulse = contact.Normal * contact.AccumulatedNormalImpulse + contact.Tangent * contact.AccumulatedTangentImpulse;
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||||||
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ApplyImpulse(contact, totalImpulse);
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}
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else
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{
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contact.AccumulatedNormalImpulse = 0;
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contact.AccumulatedTangentImpulse = 0;
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}
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}
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}
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||||||
// velocity Impulse Solver
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// velocity Impulse Solver
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||||||
@@ -101,7 +153,7 @@ namespace PhysicsEngine
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|||||||
Vector2 rv = GetRelativeVelocity(contact);
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Vector2 rv = GetRelativeVelocity(contact);
|
||||||
float vn = Vector2.Dot(rv, contact.Normal);
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float vn = Vector2.Dot(rv, contact.Normal);
|
||||||
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|
||||||
float targetVn = contact.RestitutionBias + contact.Bias;
|
float targetVn = contact.RestitutionBias + contact.VelocityBias;
|
||||||
float lambda = -contact.NormalMass * (vn - targetVn);
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float lambda = -contact.NormalMass * (vn - targetVn);
|
||||||
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|
||||||
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)
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"runtimeTargets": {
|
|
||||||
"runtimes/linux-x64/native/libraylib.so": {
|
|
||||||
"rid": "linux-x64",
|
|
||||||
"assetType": "native",
|
|
||||||
"fileVersion": "0.0.0.0"
|
|
||||||
},
|
|
||||||
"runtimes/osx-arm64/native/libraylib.dylib": {
|
|
||||||
"rid": "osx-arm64",
|
|
||||||
"assetType": "native",
|
|
||||||
"fileVersion": "0.0.0.0"
|
|
||||||
},
|
|
||||||
"runtimes/osx-x64/native/libraylib.dylib": {
|
|
||||||
"rid": "osx-x64",
|
|
||||||
"assetType": "native",
|
|
||||||
"fileVersion": "0.0.0.0"
|
|
||||||
},
|
|
||||||
"runtimes/win-x64/native/raylib.dll": {
|
|
||||||
"rid": "win-x64",
|
|
||||||
"assetType": "native",
|
|
||||||
"fileVersion": "0.0.0.0"
|
|
||||||
},
|
|
||||||
"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",
|
|
||||||
"serviceable": true,
|
|
||||||
"sha512": "sha512-m+fStTZjOGtkx05RNflERtKbmEUrIZ5/PFV5QXnlA02kAEwxxOC+XhNeCSZJhaGHu9d8m0eTMmefRhHueS3hkg==",
|
|
||||||
"path": "raylib-cs/8.0.0",
|
|
||||||
"hashPath": "raylib-cs.8.0.0.nupkg.sha512"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
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@@ -1,12 +0,0 @@
|
|||||||
{
|
|
||||||
"runtimeOptions": {
|
|
||||||
"tfm": "net10.0",
|
|
||||||
"framework": {
|
|
||||||
"name": "Microsoft.NETCore.App",
|
|
||||||
"version": "10.0.0"
|
|
||||||
},
|
|
||||||
"configProperties": {
|
|
||||||
"System.Runtime.Serialization.EnableUnsafeBinaryFormatterSerialization": false
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
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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")]
|
|
||||||
@@ -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;
|
|
||||||
|
|
||||||
[assembly: System.Reflection.AssemblyCompanyAttribute("PhysicsEngine")]
|
|
||||||
[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.
|
|
||||||
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
44a2f7ef34c114c65155ce102612520c953e6a96d159fd0c9c3838e4efb4baeb
|
|
||||||
@@ -1,17 +0,0 @@
|
|||||||
is_global = true
|
|
||||||
build_property.TargetFramework = net10.0
|
|
||||||
build_property.TargetFrameworkIdentifier = .NETCoreApp
|
|
||||||
build_property.TargetFrameworkVersion = v10.0
|
|
||||||
build_property.TargetPlatformMinVersion =
|
|
||||||
build_property.UsingMicrosoftNETSdkWeb =
|
|
||||||
build_property.ProjectTypeGuids =
|
|
||||||
build_property.InvariantGlobalization =
|
|
||||||
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 =
|
|
||||||
@@ -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;
|
|
||||||
Binary file not shown.
Binary file not shown.
@@ -1 +0,0 @@
|
|||||||
baeac40138d8aced527e9be06cd30c4fff093062425aa1213346799e177123c4
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\PhysicsEngine.exe
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\PhysicsEngine.deps.json
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\PhysicsEngine.runtimeconfig.json
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\PhysicsEngine.dll
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\PhysicsEngine.pdb
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\obj\Debug\net10.0\PhysicsEngine.GeneratedMSBuildEditorConfig.editorconfig
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\obj\Debug\net10.0\PhysicsEngine.AssemblyInfoInputs.cache
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\obj\Debug\net10.0\PhysicsEngine.AssemblyInfo.cs
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\obj\Debug\net10.0\PhysicsEngine.csproj.CoreCompileInputs.cache
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\obj\Debug\net10.0\PhysicsEngine.dll
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\obj\Debug\net10.0\refint\PhysicsEngine.dll
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\obj\Debug\net10.0\PhysicsEngine.pdb
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\obj\Debug\net10.0\PhysicsEngine.genruntimeconfig.cache
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\obj\Debug\net10.0\ref\PhysicsEngine.dll
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\Raylib-cs.dll
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\runtimes\linux-x64\native\libraylib.so
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\runtimes\osx-arm64\native\libraylib.dylib
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\runtimes\osx-x64\native\libraylib.dylib
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\runtimes\win-x64\native\raylib.dll
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\runtimes\win-x86\native\raylib.dll
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\obj\Debug\net10.0\PhysicsEngine.csproj.AssemblyReference.cache
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\Physics-Engine\PhysicsEngine\obj\Debug\net10.0\PhysicsE.CA49F505.Up2Date
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\PhysicsEngine.exe
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\PhysicsEngine.deps.json
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\PhysicsEngine.runtimeconfig.json
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\PhysicsEngine.dll
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\PhysicsEngine.pdb
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\Raylib-cs.dll
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\runtimes\linux-x64\native\libraylib.so
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\runtimes\osx-arm64\native\libraylib.dylib
|
|
||||||
C:\Users\maxwes08\source\repos\Physics-Engine\PhysicsEngine\bin\Debug\net10.0\runtimes\osx-x64\native\libraylib.dylib
|
|
||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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|
||||||
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|
||||||
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||||||
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||||||
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||||||
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|
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|
||||||
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||||||
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||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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||||||
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|
||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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|
||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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|
||||||
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|
||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
||||||
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|
|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
|
||||||
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|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
|
||||||
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|
|
||||||
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|
||||||
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|
||||||
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|
||||||
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||||||
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||||||
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|
||||||
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|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
|
||||||
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|
|
||||||
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|
||||||
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|
|
||||||
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|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
"System.Security.Cryptography.X509Certificates": "(,4.3.32767]",
|
|
||||||
"System.Security.Principal": "(,4.3.32767]",
|
|
||||||
"System.Security.Principal.Windows": "(,5.0.32767]",
|
|
||||||
"System.Security.SecureString": "(,4.3.32767]",
|
|
||||||
"System.Text.Encoding": "(,4.3.32767]",
|
|
||||||
"System.Text.Encoding.CodePages": "(,10.0.32767]",
|
|
||||||
"System.Text.Encoding.Extensions": "(,4.3.32767]",
|
|
||||||
"System.Text.Encodings.Web": "(,10.0.32767]",
|
|
||||||
"System.Text.Json": "(,10.0.32767]",
|
|
||||||
"System.Text.RegularExpressions": "(,4.3.32767]",
|
|
||||||
"System.Threading": "(,4.3.32767]",
|
|
||||||
"System.Threading.AccessControl": "(,10.0.32767]",
|
|
||||||
"System.Threading.Channels": "(,10.0.32767]",
|
|
||||||
"System.Threading.Overlapped": "(,4.3.32767]",
|
|
||||||
"System.Threading.Tasks": "(,4.3.32767]",
|
|
||||||
"System.Threading.Tasks.Dataflow": "(,10.0.32767]",
|
|
||||||
"System.Threading.Tasks.Extensions": "(,5.0.32767]",
|
|
||||||
"System.Threading.Tasks.Parallel": "(,4.3.32767]",
|
|
||||||
"System.Threading.Thread": "(,4.3.32767]",
|
|
||||||
"System.Threading.ThreadPool": "(,4.3.32767]",
|
|
||||||
"System.Threading.Timer": "(,4.3.32767]",
|
|
||||||
"System.ValueTuple": "(,4.5.32767]",
|
|
||||||
"System.Xml.ReaderWriter": "(,4.3.32767]",
|
|
||||||
"System.Xml.XDocument": "(,4.3.32767]",
|
|
||||||
"System.Xml.XmlDocument": "(,4.3.32767]",
|
|
||||||
"System.Xml.XmlSerializer": "(,4.3.32767]",
|
|
||||||
"System.Xml.XPath": "(,4.3.32767]",
|
|
||||||
"System.Xml.XPath.XDocument": "(,5.0.32767]"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
{
|
|
||||||
"version": 2,
|
|
||||||
"dgSpecHash": "OBnd1zSM6H8=",
|
|
||||||
"success": true,
|
|
||||||
"projectFilePath": "C:\\Users\\maxwes08\\source\\repos\\Physics-Engine\\PhysicsEngine\\PhysicsEngine.csproj",
|
|
||||||
"expectedPackageFiles": [
|
|
||||||
"C:\\Users\\maxwes08\\.nuget\\packages\\raylib-cs\\8.0.0\\raylib-cs.8.0.0.nupkg.sha512"
|
|
||||||
],
|
|
||||||
"logs": []
|
|
||||||
}
|
|
||||||
Reference in New Issue
Block a user