(61d00a474) v0.9.7.1
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@@ -1,3 +1,8 @@
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/* Original source Farseer Physics Engine:
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* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
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* Microsoft Permissive License (Ms-PL) v1.1
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*/
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/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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@@ -63,8 +68,8 @@ namespace FarseerPhysics.Collision.Shapes
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{
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ShapeType = ShapeType.Chain;
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_radius = Settings.PolygonRadius;
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Debug.Assert(vertices != null && vertices.Count >= 2);
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Debug.Assert(vertices != null && vertices.Count >= 3);
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Debug.Assert(vertices[0] != vertices[vertices.Count - 1]); // FPE. See http://www.box2d.org/forum/viewtopic.php?f=4&t=7973&p=35363
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for (int i = 1; i < vertices.Count; ++i)
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@@ -73,7 +78,6 @@ namespace FarseerPhysics.Collision.Shapes
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Vector2 v2 = vertices[i];
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// If the code crashes here, it means your vertices are too close together.
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Debug.Assert(Vector2.DistanceSquared(v1, v2) > Settings.LinearSlop * Settings.LinearSlop);
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}
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@@ -208,11 +212,11 @@ namespace FarseerPhysics.Collision.Shapes
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i2 = 0;
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}
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Vector2 v1 = MathUtils.Mul(ref transform, Vertices[i1]);
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Vector2 v2 = MathUtils.Mul(ref transform, Vertices[i2]);
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Vector2 v1 = Transform.Multiply(Vertices[i1], ref transform);
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Vector2 v2 = Transform.Multiply(Vertices[i2], ref transform);
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aabb.LowerBound = Vector2.Min(v1, v2);
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aabb.UpperBound = Vector2.Max(v1, v2);
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Vector2.Min(ref v1, ref v2, out aabb.LowerBound);
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Vector2.Max(ref v1, ref v2, out aabb.UpperBound);
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}
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protected override void ComputeProperties()
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