Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
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/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*
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* Original source Box2D:
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using FarseerPhysics.Common;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Collision.Shapes
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{
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/// <summary>
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/// A line segment (edge) shape. These can be connected in chains or loops
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/// to other edge shapes.
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/// The connectivity information is used to ensure correct contact normals.
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/// </summary>
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public class EdgeShape : Shape
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{
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/// <summary>
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/// Edge start vertex
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/// </summary>
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internal Vector2 _vertex1;
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/// <summary>
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/// Edge end vertex
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/// </summary>
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internal Vector2 _vertex2;
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internal EdgeShape()
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: base(0)
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{
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ShapeType = ShapeType.Edge;
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_radius = Settings.PolygonRadius;
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}
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/// <summary>
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/// Create a new EdgeShape with the specified start and end.
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/// </summary>
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/// <param name="start">The start of the edge.</param>
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/// <param name="end">The end of the edge.</param>
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public EdgeShape(Vector2 start, Vector2 end)
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: base(0)
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{
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ShapeType = ShapeType.Edge;
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_radius = Settings.PolygonRadius;
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Set(start, end);
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}
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public override int ChildCount
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{
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get { return 1; }
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}
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/// <summary>
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/// Is true if the edge is connected to an adjacent vertex before vertex 1.
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/// </summary>
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public bool HasVertex0 { get; set; }
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/// <summary>
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/// Is true if the edge is connected to an adjacent vertex after vertex2.
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/// </summary>
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public bool HasVertex3 { get; set; }
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/// <summary>
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/// Optional adjacent vertices. These are used for smooth collision.
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/// </summary>
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public Vector2 Vertex0 { get; set; }
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/// <summary>
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/// Optional adjacent vertices. These are used for smooth collision.
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/// </summary>
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public Vector2 Vertex3 { get; set; }
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/// <summary>
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/// These are the edge vertices
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/// </summary>
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public Vector2 Vertex1
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{
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get { return _vertex1; }
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set
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{
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_vertex1 = value;
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ComputeProperties();
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}
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}
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/// <summary>
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/// These are the edge vertices
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/// </summary>
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public Vector2 Vertex2
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{
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get { return _vertex2; }
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set
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{
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_vertex2 = value;
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ComputeProperties();
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}
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}
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/// <summary>
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/// Set this as an isolated edge.
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/// </summary>
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/// <param name="start">The start.</param>
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/// <param name="end">The end.</param>
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public void Set(Vector2 start, Vector2 end)
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{
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_vertex1 = start;
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_vertex2 = end;
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HasVertex0 = false;
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HasVertex3 = false;
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ComputeProperties();
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}
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public override bool TestPoint(ref Transform transform, ref Vector2 point)
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{
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return false;
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}
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public override bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform, int childIndex)
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{
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// p = p1 + t * d
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// v = v1 + s * e
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// p1 + t * d = v1 + s * e
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// s * e - t * d = p1 - v1
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output = new RayCastOutput();
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// Put the ray into the edge's frame of reference.
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Vector2 p1 = MathUtils.MulT(transform.q, input.Point1 - transform.p);
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Vector2 p2 = MathUtils.MulT(transform.q, input.Point2 - transform.p);
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Vector2 d = p2 - p1;
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Vector2 v1 = _vertex1;
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Vector2 v2 = _vertex2;
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Vector2 e = v2 - v1;
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Vector2 normal = new Vector2(e.Y, -e.X); //TODO: Could possibly cache the normal.
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normal.Normalize();
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// q = p1 + t * d
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// dot(normal, q - v1) = 0
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// dot(normal, p1 - v1) + t * dot(normal, d) = 0
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float numerator = Vector2.Dot(normal, v1 - p1);
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float denominator = Vector2.Dot(normal, d);
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if (denominator == 0.0f)
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{
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return false;
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}
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float t = numerator / denominator;
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if (t < 0.0f || input.MaxFraction < t)
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{
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return false;
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}
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Vector2 q = p1 + t * d;
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// q = v1 + s * r
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// s = dot(q - v1, r) / dot(r, r)
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Vector2 r = v2 - v1;
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float rr = Vector2.Dot(r, r);
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if (rr == 0.0f)
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{
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return false;
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}
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float s = Vector2.Dot(q - v1, r) / rr;
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if (s < 0.0f || 1.0f < s)
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{
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return false;
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}
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output.Fraction = t;
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if (numerator > 0.0f)
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{
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output.Normal = -normal;
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}
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else
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{
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output.Normal = normal;
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}
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return true;
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}
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public override void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex)
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{
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Vector2 v1 = MathUtils.Mul(ref transform, _vertex1);
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Vector2 v2 = MathUtils.Mul(ref transform, _vertex2);
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Vector2 lower = Vector2.Min(v1, v2);
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Vector2 upper = Vector2.Max(v1, v2);
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Vector2 r = new Vector2(Radius, Radius);
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aabb.LowerBound = lower - r;
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aabb.UpperBound = upper + r;
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}
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protected override void ComputeProperties()
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{
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MassData.Centroid = 0.5f * (_vertex1 + _vertex2);
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}
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public override float ComputeSubmergedArea(ref Vector2 normal, float offset, ref Transform xf, out Vector2 sc)
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{
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sc = Vector2.Zero;
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return 0;
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}
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public bool CompareTo(EdgeShape shape)
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{
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return (HasVertex0 == shape.HasVertex0 &&
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HasVertex3 == shape.HasVertex3 &&
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Vertex0 == shape.Vertex0 &&
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Vertex1 == shape.Vertex1 &&
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Vertex2 == shape.Vertex2 &&
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Vertex3 == shape.Vertex3);
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}
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public override Shape Clone()
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{
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EdgeShape clone = new EdgeShape();
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clone.ShapeType = ShapeType;
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clone._radius = _radius;
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clone._density = _density;
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clone.HasVertex0 = HasVertex0;
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clone.HasVertex3 = HasVertex3;
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clone.Vertex0 = Vertex0;
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clone._vertex1 = _vertex1;
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clone._vertex2 = _vertex2;
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clone.Vertex3 = Vertex3;
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clone.MassData = MassData;
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return clone;
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}
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}
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}
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