Unstable 1.8.4.0
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@@ -70,7 +70,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
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float forcePercent = GetPercent(distance, radius);
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Vector2 forceVector = pos - overlappingBody.Position;
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forceVector *= 1f / (float)Math.Sqrt(forceVector.X * forceVector.X + forceVector.Y * forceVector.Y);
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forceVector *= 1f / MathF.Sqrt(forceVector.X * forceVector.X + forceVector.Y * forceVector.Y);
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forceVector *= MathHelper.Min(force * forcePercent, maxForce);
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forceVector *= -1;
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@@ -85,7 +85,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
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private float GetPercent(float distance, float radius)
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{
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//(1-(distance/radius))^power-1
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float percent = (float)Math.Pow(1 - ((distance - radius) / radius), Power) - 1;
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float percent = MathF.Pow(1 - ((distance - radius) / radius), Power) - 1;
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if (float.IsNaN(percent))
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return 0f;
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