v0.1
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using System;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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namespace Subsurface
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{
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static class Physics
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{
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private static double alpha;
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public const Category CollisionNone = Category.None;
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public const Category CollisionAll = Category.All;
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public const Category CollisionWall = Category.Cat1;
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public const Category CollisionCharacter = Category.Cat2;
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public const Category CollisionPlatform = Category.Cat3;
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public const Category CollisionStairs = Category.Cat4;
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public const Category CollisionMisc = Category.Cat5;
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public const Category CollisionProjectile = Category.Cat6;
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public const Category CollisionLevel = Category.Cat7;
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public static double accumulator;
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public static double step = 1.0f/60.0f;
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public const float DisplayToSimRation = 100.0f;
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public static double Alpha
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{
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get { return alpha; }
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set { alpha = Math.Min(Math.Max(value, 0.0), 1.0); }
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}
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public static double Interpolate(double previous, double current)
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{
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return current * alpha + previous * (1.0 - alpha);
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}
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public static float Interpolate(float previous, float current)
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{
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return current * (float)alpha + previous * (1.0f - (float)alpha);
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}
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public static Vector2 Interpolate(Vector2 previous, Vector2 current)
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{
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return new Vector2(
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Interpolate(previous.X, current.X),
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Interpolate(previous.Y, current.Y));
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}
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}
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}
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