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 System;
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using System.Diagnostics;
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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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/// This holds the mass data computed for a shape.
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/// </summary>
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public struct MassData : IEquatable<MassData>
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{
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/// <summary>
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/// The area of the shape
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/// </summary>
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public float Area { get; internal set; }
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/// <summary>
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/// The position of the shape's centroid relative to the shape's origin.
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/// </summary>
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public Vector2 Centroid { get; internal set; }
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/// <summary>
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/// The rotational inertia of the shape about the local origin.
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/// </summary>
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public float Inertia { get; internal set; }
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/// <summary>
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/// The mass of the shape, usually in kilograms.
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/// </summary>
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public float Mass { get; internal set; }
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/// <summary>
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/// The equal operator
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/// </summary>
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/// <param name="left"></param>
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/// <param name="right"></param>
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/// <returns></returns>
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public static bool operator ==(MassData left, MassData right)
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{
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return (left.Area == right.Area && left.Mass == right.Mass && left.Centroid == right.Centroid && left.Inertia == right.Inertia);
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}
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/// <summary>
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/// The not equal operator
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/// </summary>
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/// <param name="left"></param>
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/// <param name="right"></param>
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/// <returns></returns>
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public static bool operator !=(MassData left, MassData right)
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{
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return !(left == right);
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}
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public bool Equals(MassData other)
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{
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return this == other;
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}
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public override bool Equals(object obj)
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{
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if (ReferenceEquals(null, obj))
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return false;
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if (obj.GetType() != typeof(MassData))
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return false;
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return Equals((MassData)obj);
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}
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public override int GetHashCode()
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{
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unchecked
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{
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int result = Area.GetHashCode();
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result = (result * 397) ^ Centroid.GetHashCode();
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result = (result * 397) ^ Inertia.GetHashCode();
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result = (result * 397) ^ Mass.GetHashCode();
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return result;
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}
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}
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}
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public enum ShapeType
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{
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Unknown = -1,
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Circle = 0,
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Edge = 1,
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Polygon = 2,
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Chain = 3,
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TypeCount = 4,
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}
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/// <summary>
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/// A shape is used for collision detection. You can create a shape however you like.
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/// Shapes used for simulation in World are created automatically when a Fixture
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/// is created. Shapes may encapsulate a one or more child shapes.
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/// </summary>
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public abstract class Shape
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{
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internal float _density;
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internal float _radius;
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internal float _2radius;
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protected Shape(float density)
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{
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_density = density;
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ShapeType = ShapeType.Unknown;
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}
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/// <summary>
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/// Contains the properties of the shape such as:
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/// - Area of the shape
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/// - Centroid
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/// - Inertia
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/// - Mass
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/// </summary>
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public MassData MassData;
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/// <summary>
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/// Get the type of this shape.
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/// </summary>
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/// <value>The type of the shape.</value>
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public ShapeType ShapeType { get; internal set; }
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/// <summary>
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/// Get the number of child primitives.
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/// </summary>
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/// <value></value>
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public abstract int ChildCount { get; }
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/// <summary>
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/// Gets or sets the density.
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/// Changing the density causes a recalculation of shape properties.
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/// </summary>
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/// <value>The density.</value>
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public float Density
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{
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get { return _density; }
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set
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{
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Debug.Assert(value >= 0);
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_density = value;
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ComputeProperties();
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}
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}
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/// <summary>
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/// Radius of the Shape
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/// Changing the radius causes a recalculation of shape properties.
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/// </summary>
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public float Radius
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{
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get { return _radius; }
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set
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{
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Debug.Assert(value >= 0);
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_radius = value;
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_2radius = _radius * _radius;
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ComputeProperties();
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}
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}
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/// <summary>
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/// Clone the concrete shape
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/// </summary>
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/// <returns>A clone of the shape</returns>
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public abstract Shape Clone();
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/// <summary>
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/// Test a point for containment in this shape.
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/// Note: This only works for convex shapes.
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/// </summary>
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/// <param name="transform">The shape world transform.</param>
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/// <param name="point">A point in world coordinates.</param>
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/// <returns>True if the point is inside the shape</returns>
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public abstract bool TestPoint(ref Transform transform, ref Vector2 point);
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/// <summary>
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/// Cast a ray against a child shape.
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/// </summary>
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/// <param name="output">The ray-cast results.</param>
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/// <param name="input">The ray-cast input parameters.</param>
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/// <param name="transform">The transform to be applied to the shape.</param>
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/// <param name="childIndex">The child shape index.</param>
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/// <returns>True if the ray-cast hits the shape</returns>
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public abstract bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform, int childIndex);
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/// <summary>
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/// Given a transform, compute the associated axis aligned bounding box for a child shape.
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/// </summary>
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/// <param name="aabb">The aabb results.</param>
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/// <param name="transform">The world transform of the shape.</param>
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/// <param name="childIndex">The child shape index.</param>
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public abstract void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex);
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/// <summary>
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/// Compute the mass properties of this shape using its dimensions and density.
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/// The inertia tensor is computed about the local origin, not the centroid.
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/// </summary>
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protected abstract void ComputeProperties();
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/// <summary>
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/// Compare this shape to another shape based on type and properties.
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/// </summary>
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/// <param name="shape">The other shape</param>
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/// <returns>True if the two shapes are the same.</returns>
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public bool CompareTo(Shape shape)
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{
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if (shape is PolygonShape && this is PolygonShape)
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return ((PolygonShape)this).CompareTo((PolygonShape)shape);
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if (shape is CircleShape && this is CircleShape)
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return ((CircleShape)this).CompareTo((CircleShape)shape);
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if (shape is EdgeShape && this is EdgeShape)
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return ((EdgeShape)this).CompareTo((EdgeShape)shape);
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if (shape is ChainShape && this is ChainShape)
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return ((ChainShape)this).CompareTo((ChainShape)shape);
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return false;
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}
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/// <summary>
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/// Used for the buoyancy controller
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/// </summary>
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public abstract float ComputeSubmergedArea(ref Vector2 normal, float offset, ref Transform xf, out Vector2 sc);
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}
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}
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