234 lines
9.0 KiB
C#
234 lines
9.0 KiB
C#
using System.Numerics;
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using Raylib_cs;
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namespace PhysicsEngine
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{
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class Program
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{
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private static Font robotoFont;
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private static WorldModel world;
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static void Main(string[] args)
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{
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Raylib.SetConfigFlags(ConfigFlags.FullscreenMode | ConfigFlags.VSyncHint);
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Raylib.InitWindow(0, 0, "Physics Engine");
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robotoFont = Raylib.LoadFont("Roboto-Regular.ttf");
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Raylib.SetTextureFilter(robotoFont.Texture, TextureFilter.Bilinear);
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Camera camera = new Camera();
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world = new WorldModel();
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Scenario();
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const float physicsTimeStep = 1.0f / 60.0f;
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float accumulator = 0.0f;
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// main loop
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while (!Raylib.WindowShouldClose())
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{
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float frameTime = Raylib.GetFrameTime();
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if (frameTime > 0.25f)
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{
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frameTime = 0.25f;
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}
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// update Camera
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camera.Update(frameTime);
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// update physics accumulator
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accumulator += frameTime;
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while (accumulator >= physicsTimeStep)
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{
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UpdatePhysics(physicsTimeStep);
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accumulator -= physicsTimeStep;
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}
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// render loop
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Raylib.BeginDrawing();
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Raylib.ClearBackground(MuiDarkColor.BackgroundDefault.ToColor());
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camera.DrawGrid();
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// draw bodies
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Raylib.BeginMode2D(camera.RaylibCamera);
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RenderScene();
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Raylib.EndMode2D();
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camera.DrawHUD();
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DrawText("Physics Engine", 20, 20, 30, MuiDarkColor.TextPrimary.ToColor());
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Raylib.EndDrawing();
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}
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Raylib.UnloadFont(robotoFont);
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Raylib.CloseWindow();
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}
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public static void DrawText(string text, int posX, int posY, float fontSize, Color color)
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{
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Raylib.DrawTextEx(robotoFont, text, new Vector2(posX, posY), fontSize, 1.0f, color);
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}
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private static void UpdatePhysics(float dt)
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{
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world.Step(dt);
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}
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private static void RenderScene()
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{
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foreach (var body in world.Bodies)
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{
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body.Draw();
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}
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}
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private static void Scenario()
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{
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float worldWidth = 12.8f;
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float worldHeight = 7.2f;
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float wallThickness = 1.0f;
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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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floor.BaseColor = new Color(60, 60, 60);
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floor.Friction = 0.9f;
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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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ceiling.BaseColor = new Color(60, 60, 60);
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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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leftWall.BaseColor = new Color(60, 60, 60);
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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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rightWall.BaseColor = new Color(60, 60, 60);
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world.AddBody(rightWall);
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// =========================================================================
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// TEST 1: Ultra-Tall Thin Skyscraper (X = 2.0)
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// 18-box high column testing vertical constraint propagation and slop
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// =========================================================================
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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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for (int i = 0; i < towerHeight; i++)
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{
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float y = worldHeight - (colBoxHeight * 0.5f) - (i * colBoxHeight);
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Box box = new Box(new Vector2(singleStackX, y), new Vector2(colBoxWidth, colBoxHeight), 10f);
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// Color gradient using integer calculations
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int r = Math.Clamp(30 + i * 11, 0, 255);
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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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// 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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int boxesInRow = pyramidTiers - row;
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float rowY = worldHeight - (pBoxHeight * 0.5f) - (row * pBoxHeight);
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float startX = pyramidCenterX - ((boxesInRow - 1) * pBoxWidth * 0.5f);
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for (int col = 0; col < boxesInRow; col++)
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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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// TEST 3: Interlocked Double Tower Structure (X = 10.0 and X = 11.0)
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// Parallel columns tied together by heavy cross-planks every 4 tiers
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// =========================================================================
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float towerAX = 10.0f;
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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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for (int row = 0; row < towerRows; row++)
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{
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float y = worldHeight - (tBoxHeight * 0.5f) - (row * tBoxHeight);
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int r = 50;
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int g = Math.Min(255, 100 + row * 8);
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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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} |