diff --git a/Samples/FarseerPhysics/FarseerMagic.cs b/Samples/FarseerPhysics/FarseerMagic.cs index f58c311..409ec46 100644 --- a/Samples/FarseerPhysics/FarseerMagic.cs +++ b/Samples/FarseerPhysics/FarseerMagic.cs @@ -23,7 +23,7 @@ public class FarseerMagic : Game SpriteFont Font; KeyboardState oldKeys; - + // Store reference to lighting system. PenumbraComponent penumbra; @@ -127,7 +127,7 @@ protected override void LoadContent() // Unit conversion rule to get the right position data between simulation space and display space ConvertUnits.SetDisplayUnitToSimUnitRatio(MeterInPixels); - + _light = new PointLight { Position = new Vector2(-250, 0), diff --git a/Samples/FarseerPhysics/Properties/AssemblyInfo.cs b/Samples/FarseerPhysics/Properties/AssemblyInfo.cs index 38bdf73..89add69 100644 --- a/Samples/FarseerPhysics/Properties/AssemblyInfo.cs +++ b/Samples/FarseerPhysics/Properties/AssemblyInfo.cs @@ -2,7 +2,7 @@ using System.Runtime.CompilerServices; using System.Runtime.InteropServices; -// General Information about an assembly is controlled through the following +// General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("FarseerPhysics")] @@ -14,8 +14,8 @@ [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] @@ -25,11 +25,11 @@ // Version information for an assembly consists of the following four values: // // Major Version -// Minor Version +// Minor Version // Build Number // Revision // -// You can specify all the values or you can default the Build and Revision Numbers +// You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("1.0.0.0")] diff --git a/Samples/HelloPenumbra/HelloPenumbra.cs b/Samples/HelloPenumbra/HelloPenumbra.cs index b6acaaa..ce4d969 100644 --- a/Samples/HelloPenumbra/HelloPenumbra.cs +++ b/Samples/HelloPenumbra/HelloPenumbra.cs @@ -5,17 +5,17 @@ using System; namespace HelloPenumbra -{ +{ public class HelloPenumbra : Game { - GraphicsDeviceManager graphics; + GraphicsDeviceManager graphics; // Store reference to lighting system. PenumbraComponent penumbra; // Create sample light source and shadow hull. Light light = new PointLight - { + { Scale = new Vector2(1000f), // Range of the light source (how far the light will travel) ShadowType = ShadowType.Solid // Will not lit hulls themselves }; @@ -31,7 +31,7 @@ public HelloPenumbra() Content.RootDirectory = "Content"; // Create the lighting system and add sample light and hull. - penumbra = new PenumbraComponent(this); + penumbra = new PenumbraComponent(this); penumbra.Lights.Add(light); penumbra.Hulls.Add(hull); } @@ -39,7 +39,7 @@ public HelloPenumbra() protected override void Initialize() { // Initialize the lighting system. - penumbra.Initialize(); + penumbra.Initialize(); } protected override void Update(GameTime gameTime) @@ -48,7 +48,7 @@ protected override void Update(GameTime gameTime) Exit(); // Animate light position and hull rotation. - light.Position = + light.Position = new Vector2(400f, 240f) + // Offset origin new Vector2( // Position around origin (float)Math.Cos(gameTime.TotalGameTime.TotalSeconds), diff --git a/Samples/HelloPenumbra/Properties/AssemblyInfo.cs b/Samples/HelloPenumbra/Properties/AssemblyInfo.cs index 805f607..0c49a8a 100644 --- a/Samples/HelloPenumbra/Properties/AssemblyInfo.cs +++ b/Samples/HelloPenumbra/Properties/AssemblyInfo.cs @@ -2,7 +2,7 @@ using System.Runtime.CompilerServices; using System.Runtime.InteropServices; -// General Information about an assembly is controlled through the following +// General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("HelloPenumbra")] @@ -14,8 +14,8 @@ [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] @@ -25,11 +25,11 @@ // Version information for an assembly consists of the following four values: // // Major Version -// Minor Version +// Minor Version // Build Number // Revision // -// You can specify all the values or you can default the Build and Revision Numbers +// You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("1.0.0.0")] diff --git a/Samples/Platformer2D/Game.cs b/Samples/Platformer2D/Game.cs index d76e0aa..da10e07 100644 --- a/Samples/Platformer2D/Game.cs +++ b/Samples/Platformer2D/Game.cs @@ -45,7 +45,7 @@ public class PlatformerGame : Microsoft.Xna.Framework.Game // When the time remaining is less than the warning time, it blinks on the hud private static readonly TimeSpan WarningTime = TimeSpan.FromSeconds(30); - // We store our input states so that we only poll once per frame, + // We store our input states so that we only poll once per frame, // then we use the same input state wherever needed private GamePadState gamePadState; private KeyboardState keyboardState; @@ -91,7 +91,7 @@ public PlatformerGame() protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. - spriteBatch = new SpriteBatch(GraphicsDevice); + spriteBatch = new SpriteBatch(GraphicsDevice); // Load fonts hudFont = Content.Load("Fonts/Hud"); @@ -138,7 +138,7 @@ protected override void Update(GameTime gameTime) HandleInput(gameTime); // update our level, passing down the GameTime along with all of our input states - level.Update(gameTime, keyboardState, gamePadState, + level.Update(gameTime, keyboardState, gamePadState, accelerometerState, Window.CurrentOrientation); if (level.Player.Velocity != Vector2.Zero) @@ -195,7 +195,7 @@ private void LoadNextLevel() // Unloads the content for the current level before loading the next one. if (level != null) level.Dispose(); - + // Load the level. string levelPath = string.Format("Content/Levels/{0}.txt", levelIndex); using (Stream fileStream = TitleContainer.OpenStream(levelPath)) @@ -216,8 +216,8 @@ protected override void Draw(GameTime gameTime) { // Everything after this call will be affected by the lighting system. penumbra.BeginDraw(); - - graphics.GraphicsDevice.Clear(Color.CornflowerBlue); + + graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, null,null, globalTransformation); level.Draw(gameTime, spriteBatch); @@ -229,7 +229,7 @@ protected override void Draw(GameTime gameTime) // Draw stuff that is not affected by lighting (UI, etc). spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, null, null, globalTransformation); DrawHud(); - spriteBatch.End(); + spriteBatch.End(); base.Draw(gameTime); } @@ -262,7 +262,7 @@ private void DrawHud() // Draw score float timeHeight = hudFont.MeasureString(timeString).Y; DrawShadowedString(hudFont, "SCORE: " + level.Score.ToString(), hudLocation + new Vector2(0.0f, timeHeight * 1.2f), Color.Yellow); - + // Determine the status overlay message to show. Texture2D status = null; if (level.TimeRemaining == TimeSpan.Zero) diff --git a/Samples/Platformer2D/Game/Accelerometer.cs b/Samples/Platformer2D/Game/Accelerometer.cs index d4f18ab..0fb64dc 100644 --- a/Samples/Platformer2D/Game/Accelerometer.cs +++ b/Samples/Platformer2D/Game/Accelerometer.cs @@ -24,7 +24,7 @@ public static class Accelerometer #if WINDOWS_PHONE // the accelerometer sensor on the device private static Microsoft.Devices.Sensors.Accelerometer accelerometer = new Microsoft.Devices.Sensors.Accelerometer(); - + // we need an object for locking because the ReadingChanged event is fired // on a different thread than our game private static object threadLock = new object(); @@ -51,8 +51,8 @@ public static void Initialize() } #if WINDOWS_PHONE - // try to start the sensor only on devices, catching the exception if it fails - if (Microsoft.Devices.Environment.DeviceType == Microsoft.Devices.DeviceType.Device) + // try to start the sensor only on devices, catching the exception if it fails + if (Microsoft.Devices.Environment.DeviceType == Microsoft.Devices.DeviceType.Device) { try { @@ -76,7 +76,7 @@ public static void Initialize() // remember that we are initialized isInitialized = true; } - + #if WINDOWS_PHONE private static void sensor_ReadingChanged(object sender, Microsoft.Devices.Sensors.AccelerometerReadingEventArgs e) { diff --git a/Samples/Platformer2D/Game/Animation.cs b/Samples/Platformer2D/Game/Animation.cs index 6ae2f96..3350040 100644 --- a/Samples/Platformer2D/Game/Animation.cs +++ b/Samples/Platformer2D/Game/Animation.cs @@ -77,7 +77,7 @@ public int FrameHeight /// /// Constructors a new animation. - /// + /// public Animation(Texture2D texture, float frameTime, bool isLooping) { this.texture = texture; diff --git a/Samples/Platformer2D/Game/Enemy.cs b/Samples/Platformer2D/Game/Enemy.cs index cd9b3b1..e8d59ca 100644 --- a/Samples/Platformer2D/Game/Enemy.cs +++ b/Samples/Platformer2D/Game/Enemy.cs @@ -163,7 +163,7 @@ public void Update(GameTime gameTime) { // Move in the current direction. Vector2 velocity = new Vector2((int)direction * MoveSpeed * elapsed, 0.0f); - Position = position + velocity; + Position = position + velocity; } } } diff --git a/Samples/Platformer2D/Game/Gem.cs b/Samples/Platformer2D/Game/Gem.cs index c0547b5..44338c9 100644 --- a/Samples/Platformer2D/Game/Gem.cs +++ b/Samples/Platformer2D/Game/Gem.cs @@ -104,7 +104,7 @@ public void Update(GameTime gameTime) const float BounceSync = -0.75f; // Bounce along a sine curve over time. - // Include the X coordinate so that neighboring gems bounce in a nice wave pattern. + // Include the X coordinate so that neighboring gems bounce in a nice wave pattern. double t = gameTime.TotalGameTime.TotalSeconds * BounceRate + Position.X * BounceSync; bounce = (float)Math.Sin(t) * BounceHeight * texture.Height; diff --git a/Samples/Platformer2D/Game/Level.cs b/Samples/Platformer2D/Game/Level.cs index 1c10913..191a28e 100644 --- a/Samples/Platformer2D/Game/Level.cs +++ b/Samples/Platformer2D/Game/Level.cs @@ -42,7 +42,7 @@ public Player Player private List gems = new List(); private List enemies = new List(); - // Key locations in the level. + // Key locations in the level. private Vector2 start; private Point exit = InvalidPosition; private static readonly Point InvalidPosition = new Point(-1, -1); @@ -70,7 +70,7 @@ public TimeSpan TimeRemaining private const int PointsPerSecond = 5; - // Level content. + // Level content. public ContentManager Content { get { return content; } @@ -104,7 +104,7 @@ public Level(IServiceProvider serviceProvider, Stream fileStream, int levelIndex timeRemaining = TimeSpan.FromMinutes(2.0); - LoadTiles(fileStream); + LoadTiles(fileStream); // Load background layer textures. For now, all levels must // use the same backgrounds and only use the left-most part of them. @@ -356,7 +356,7 @@ private static Hull HullFromRectangle(Rectangle bounds, int width) return new Hull(tilePoints) { Position = new Vector2(bounds.X, bounds.Y), - Scale = new Vector2(bounds.Width * width, bounds.Height) + Scale = new Vector2(bounds.Width * width, bounds.Height) }; } @@ -384,7 +384,7 @@ public TileCollision GetCollision(int x, int y) /// /// Gets the bounding rectangle of a tile in world space. - /// + /// public Rectangle GetBounds(int x, int y) { return new Rectangle(x * Tile.Width, y * Tile.Height, Tile.Width, Tile.Height); @@ -415,9 +415,9 @@ public int Height /// and handles the time limit with scoring. /// public void Update( - GameTime gameTime, - KeyboardState keyboardState, - GamePadState gamePadState, + GameTime gameTime, + KeyboardState keyboardState, + GamePadState gamePadState, AccelerometerState accelState, DisplayOrientation orientation) { diff --git a/Samples/Platformer2D/Game/Player.cs b/Samples/Platformer2D/Game/Player.cs index e5d14e3..10c55fa 100644 --- a/Samples/Platformer2D/Game/Player.cs +++ b/Samples/Platformer2D/Game/Player.cs @@ -87,7 +87,7 @@ public Vector2 Velocity private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; - private const float JumpControlPower = 0.14f; + private const float JumpControlPower = 0.14f; // Input configuration private const float MoveStickScale = 1.0f; @@ -152,14 +152,14 @@ public void LoadContent() celebrateAnimation = new Animation(Level.Content.Load("Sprites/Player/Celebrate"), 0.1f, false); dieAnimation = new Animation(Level.Content.Load("Sprites/Player/Die"), 0.1f, false); - // Calculate bounds within texture size. + // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 0.4); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.8); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); - // Load sounds. + // Load sounds. killedSound = Level.Content.Load("Sounds/PlayerKilled"); jumpSound = Level.Content.Load("Sounds/PlayerJump"); fallSound = Level.Content.Load("Sounds/PlayerFall"); @@ -186,9 +186,9 @@ public void Reset(Vector2 position) /// we need to reverse our motion when the orientation is in the LandscapeRight orientation. /// public void Update( - GameTime gameTime, - KeyboardState keyboardState, - GamePadState gamePadState, + GameTime gameTime, + KeyboardState keyboardState, + GamePadState gamePadState, AccelerometerState accelState, DisplayOrientation orientation) { @@ -217,9 +217,9 @@ public void Update( /// Gets player horizontal movement and jump commands from input. /// private void GetInput( - KeyboardState keyboardState, + KeyboardState keyboardState, GamePadState gamePadState, - AccelerometerState accelState, + AccelerometerState accelState, DisplayOrientation orientation) { // Get analog horizontal movement. @@ -284,7 +284,7 @@ public void ApplyPhysics(GameTime gameTime) else velocity.X *= AirDragFactor; - // Prevent the player from running faster than his top speed. + // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. diff --git a/Samples/Platformer2D/Game/VirtualGamePad.cs b/Samples/Platformer2D/Game/VirtualGamePad.cs index 8462015..e299144 100644 --- a/Samples/Platformer2D/Game/VirtualGamePad.cs +++ b/Samples/Platformer2D/Game/VirtualGamePad.cs @@ -58,7 +58,7 @@ public GamePadState GetState(TouchCollection touchState, GamePadState gpState) { //Work out what buttons are pressed based on the touchState Buttons buttonsPressed = 0; - + foreach (var touch in touchState) { if (touch.State == TouchLocationState.Moved || touch.State == TouchLocationState.Pressed) @@ -99,7 +99,7 @@ public GamePadState GetState(TouchCollection touchState, GamePadState gpState) buttonsPressed |= (gpButtons.RightStick == ButtonState.Pressed ? Buttons.RightStick : 0); var buttons = new GamePadButtons(buttonsPressed); - + return new GamePadState(gpState.ThumbSticks, gpState.Triggers, buttons, gpState.DPad); } } diff --git a/Samples/Platformer2D/Program.cs b/Samples/Platformer2D/Program.cs index 7c34ccc..5786b9a 100644 --- a/Samples/Platformer2D/Program.cs +++ b/Samples/Platformer2D/Program.cs @@ -45,7 +45,7 @@ public override bool ApplicationShouldTerminateAfterLastWindowClosed (NSApplicat } #elif IPHONE [Register ("AppDelegate")] - class Program : UIApplicationDelegate + class Program : UIApplicationDelegate { private PlatformerGame game; diff --git a/Samples/Platformer2D/Properties/AssemblyInfo.cs b/Samples/Platformer2D/Properties/AssemblyInfo.cs index d54df8e..51c8917 100644 --- a/Samples/Platformer2D/Properties/AssemblyInfo.cs +++ b/Samples/Platformer2D/Properties/AssemblyInfo.cs @@ -1,7 +1,7 @@ using System.Reflection; using System.Runtime.InteropServices; -// General Information about an assembly is controlled through the following +// General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("Platformer2D")] @@ -13,8 +13,8 @@ [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] @@ -22,11 +22,11 @@ // Version information for an assembly consists of the following four values: // // Major Version -// Minor Version +// Minor Version // Build Number // Revision // -// You can specify all the values or you can default the Build and Revision Numbers +// You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("1.0.0.0")] diff --git a/Samples/Sandbox/Properties/AssemblyInfo.cs b/Samples/Sandbox/Properties/AssemblyInfo.cs index 86be187..fd22126 100644 --- a/Samples/Sandbox/Properties/AssemblyInfo.cs +++ b/Samples/Sandbox/Properties/AssemblyInfo.cs @@ -2,7 +2,7 @@ using System.Runtime.CompilerServices; using System.Runtime.InteropServices; -// General Information about an assembly is controlled through the following +// General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("Sandbox")] @@ -14,8 +14,8 @@ [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] @@ -25,11 +25,11 @@ // Version information for an assembly consists of the following four values: // // Major Version -// Minor Version +// Minor Version // Build Number // Revision // -// You can specify all the values or you can default the Build and Revision Numbers +// You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("3.4.0.456")] diff --git a/Samples/Sandbox/Scenario.cs b/Samples/Sandbox/Scenario.cs index 1de5699..28eb0d2 100644 --- a/Samples/Sandbox/Scenario.cs +++ b/Samples/Sandbox/Scenario.cs @@ -22,7 +22,7 @@ protected Scenario() public abstract void Activate(PenumbraComponent penumbra, ContentManager content); public virtual void Update(float deltaSeconds) - { + { } } } diff --git a/Samples/Sandbox/Scenarios/A_PenumbraTransition.cs b/Samples/Sandbox/Scenarios/A_PenumbraTransition.cs index 6ad311e..70401bc 100644 --- a/Samples/Sandbox/Scenarios/A_PenumbraTransition.cs +++ b/Samples/Sandbox/Scenarios/A_PenumbraTransition.cs @@ -17,7 +17,7 @@ public override void Activate(PenumbraComponent penumbra, ContentManager content Position = new Vector2(-100, 0), Color = Color.White, Scale = new Vector2(600), - Radius = 20 + Radius = 20 }; penumbra.Lights.Add(_light); penumbra.Hulls.Add(new Hull(new Vector2(-0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, -0.5f), new Vector2(-0.5f, -0.5f)) diff --git a/Samples/Sandbox/Scenarios/B_LightPassThrough.cs b/Samples/Sandbox/Scenarios/B_LightPassThrough.cs index 8ec9fd6..da05bc2 100644 --- a/Samples/Sandbox/Scenarios/B_LightPassThrough.cs +++ b/Samples/Sandbox/Scenarios/B_LightPassThrough.cs @@ -12,7 +12,7 @@ class B_LightPassThrough : Scenario private const float LightPaddingFromEdge = 120f; private const float HullSpacing = 160f; - private PenumbraComponent _penumbra; + private PenumbraComponent _penumbra; private Light _light1; //private Light _light2; @@ -47,7 +47,7 @@ public override void Activate(PenumbraComponent penumbra, ContentManager content // ShadowType = ShadowType.Illuminated //}; _penumbra.Lights.Add(_light1); - //_penumbra.Lights.Add(_light2); + //_penumbra.Lights.Add(_light2); _penumbra.Hulls.Add(new Hull(vertices) { Position = new Vector2(-HullSpacing, 0), Scale = new Vector2(50f) }); _penumbra.Hulls.Add(new Hull(vertices) { Position = new Vector2(0, 0), Scale = new Vector2(50f) }); @@ -59,20 +59,20 @@ public override void Update(float deltaSeconds) //float angle = deltaSeconds * HullRotationSpeed; //for (int i = 0; i < _penumbra.Hulls.Count; i++) //{ - // Hull hull = _penumbra.Hulls[i]; - // if (i % 2 == 0) + // Hull hull = _penumbra.Hulls[i]; + // if (i % 2 == 0) // hull.Rotation += angle; // else // hull.Rotation -= angle; //} _progress = Math.Min(_progress + deltaSeconds / LightSpeed, 1f); - + float halfWidth = _penumbra.GraphicsDevice.Viewport.Width / 2f; - - float posX1 = MathHelper.SmoothStep(halfWidth - LightPaddingFromEdge, -halfWidth + LightPaddingFromEdge, _progress); - float posX2 = MathHelper.SmoothStep(-halfWidth + LightPaddingFromEdge, halfWidth - LightPaddingFromEdge, _progress); - + + float posX1 = MathHelper.SmoothStep(halfWidth - LightPaddingFromEdge, -halfWidth + LightPaddingFromEdge, _progress); + float posX2 = MathHelper.SmoothStep(-halfWidth + LightPaddingFromEdge, halfWidth - LightPaddingFromEdge, _progress); + _light1.Position = new Vector2(_isMovingLeft ? posX1 : posX2, 0); //_light2.Position = new Vector2(_isMovingLeft ? posX2 : posX1, 0); @@ -80,7 +80,7 @@ public override void Update(float deltaSeconds) { _progress = 0; _isMovingLeft = !_isMovingLeft; - } + } } } } diff --git a/Samples/Sandbox/Scenarios/C_LightBlending.cs b/Samples/Sandbox/Scenarios/C_LightBlending.cs index da2d377..1373692 100644 --- a/Samples/Sandbox/Scenarios/C_LightBlending.cs +++ b/Samples/Sandbox/Scenarios/C_LightBlending.cs @@ -38,7 +38,7 @@ public override void Activate(PenumbraComponent penumbra, ContentManager content Color = LightColors[0], Intensity = 1f, Scale = new Vector2(800), - Radius = 20 + Radius = 20 }; _light2 = new PointLight { diff --git a/Samples/Sandbox/Scenarios/D_LineOfSight.cs b/Samples/Sandbox/Scenarios/D_LineOfSight.cs index 4077c0e..9c72a91 100644 --- a/Samples/Sandbox/Scenarios/D_LineOfSight.cs +++ b/Samples/Sandbox/Scenarios/D_LineOfSight.cs @@ -21,7 +21,7 @@ private enum State private Hull _hull1, _hull2; private State _state; - private float _progress; + private float _progress; public override void Activate(PenumbraComponent penumbra, ContentManager content) { @@ -33,12 +33,12 @@ public override void Activate(PenumbraComponent penumbra, ContentManager content Position = new Vector2(0, -100), Color = Color.White, Scale = new Vector2(600), - Radius = 20 + Radius = 20 }); Vector2[] hullVertices = { - new Vector2(-0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, -0.5f), new Vector2(-0.5f, -0.5f) + new Vector2(-0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, -0.5f), new Vector2(-0.5f, -0.5f) }; _hull1 = new Hull(hullVertices) { diff --git a/Samples/Sandbox/Scenarios/E_Antumbra.cs b/Samples/Sandbox/Scenarios/E_Antumbra.cs index 0315e9c..222062f 100644 --- a/Samples/Sandbox/Scenarios/E_Antumbra.cs +++ b/Samples/Sandbox/Scenarios/E_Antumbra.cs @@ -26,7 +26,7 @@ public override void Activate(PenumbraComponent penumbra, ContentManager content Color = Color.White, Intensity = 1.5f, Scale = new Vector2(1200), - Radius = MinLightRadius + Radius = MinLightRadius }; penumbra.Lights.Add(_light); @@ -53,7 +53,7 @@ public override void Update(float deltaSeconds) { _progress = 0; _isRadiusIncreasing = !_isRadiusIncreasing; - } + } } } } diff --git a/Samples/Sandbox/Scenarios/H_SpotLight.cs b/Samples/Sandbox/Scenarios/H_SpotLight.cs index b087a9c..0f47649 100644 --- a/Samples/Sandbox/Scenarios/H_SpotLight.cs +++ b/Samples/Sandbox/Scenarios/H_SpotLight.cs @@ -13,7 +13,7 @@ class H_Spotlight : Scenario private readonly List _hulls = new List(); private readonly List _lights = new List(); - + private const float RotationSpeed = MathHelper.TwoPi/8; public override void Activate(PenumbraComponent penumbra, ContentManager content) @@ -21,7 +21,7 @@ public override void Activate(PenumbraComponent penumbra, ContentManager content _hulls.Clear(); _lights.Clear(); _lights.Add(new Spotlight - { + { Color = Color.YellowGreen, Scale = new Vector2(400), Radius = 20, @@ -31,7 +31,7 @@ public override void Activate(PenumbraComponent penumbra, ContentManager content { Color = Color.Wheat, Scale = new Vector2(1000), - Rotation = MathHelper.Pi - MathHelper.PiOver2 * 0.75f, + Rotation = MathHelper.Pi - MathHelper.PiOver2 * 0.75f, ConeDecay = 0.5f }); _lights.Add(new Spotlight @@ -41,7 +41,7 @@ public override void Activate(PenumbraComponent penumbra, ContentManager content Rotation = MathHelper.Pi + MathHelper.PiOver2 * 0.75f, ConeDecay = 1f }); - _lights.ForEach(penumbra.Lights.Add); + _lights.ForEach(penumbra.Lights.Add); GenerateHulls(penumbra); } @@ -52,7 +52,7 @@ private void GenerateHulls(PenumbraComponent penumbra) const float distance = 185; for (int i = 0; i < NumHulls; i++) { - float angle = increment * i; + float angle = increment * i; var hull = new Hull(new Vector2(-0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, -0.5f), new Vector2(-0.5f, -0.5f)) { Position = Rotate(new Vector2(0, distance), angle), @@ -65,7 +65,7 @@ private void GenerateHulls(PenumbraComponent penumbra) public override void Update(float deltaSeconds) { - float angle = deltaSeconds*RotationSpeed; + float angle = deltaSeconds*RotationSpeed; _lights.ForEach(x => { diff --git a/Samples/Sandbox/Scenarios/I_TexturedLight.cs b/Samples/Sandbox/Scenarios/I_TexturedLight.cs index 6f32cc4..3ed910f 100644 --- a/Samples/Sandbox/Scenarios/I_TexturedLight.cs +++ b/Samples/Sandbox/Scenarios/I_TexturedLight.cs @@ -20,12 +20,12 @@ public override void Activate(PenumbraComponent penumbra, ContentManager content { Texture2D tex = content.Load("LightTexture"); _light = new TexturedLight(tex) - { + { Position = new Vector2(-penumbra.GraphicsDevice.Viewport.Width / 2f, 0), Origin = new Vector2(0.5f, 1), - Color = Color.White, + Color = Color.White, Radius = 150, - Rotation = MathHelper.PiOver2 + Rotation = MathHelper.PiOver2 }; penumbra.Lights.Add(_light); _hull = new Hull(new Vector2(-0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, -0.5f), new Vector2(-0.5f, -0.5f)) diff --git a/Samples/Sandbox/Scenarios/J_ConcaveHull2.cs b/Samples/Sandbox/Scenarios/J_ConcaveHull2.cs index ad49f0b..17d18f8 100644 --- a/Samples/Sandbox/Scenarios/J_ConcaveHull2.cs +++ b/Samples/Sandbox/Scenarios/J_ConcaveHull2.cs @@ -12,7 +12,7 @@ class J_ConcaveHull2 : Scenario private const float Light2MovementSpeed = -MathHelper.TwoPi / 5f; private const float Light3MovementSpeed = MathHelper.TwoPi / 6f; private static readonly Color[] LightColors = - { + { Color.Red, Color.Orange, Color.Yellow }; diff --git a/Samples/Sandbox/ScenariosComponent.cs b/Samples/Sandbox/ScenariosComponent.cs index d170c0d..cd0bb11 100644 --- a/Samples/Sandbox/ScenariosComponent.cs +++ b/Samples/Sandbox/ScenariosComponent.cs @@ -13,29 +13,29 @@ class ScenariosComponent : GameComponent private readonly PenumbraControllerComponent _penumbraController; private Scenario[] _scenarios; - private int _currentScenarioIndex; + private int _currentScenarioIndex; - public ScenariosComponent(SandboxGame game, PenumbraComponent penumbra, PenumbraControllerComponent penumbraController) + public ScenariosComponent(SandboxGame game, PenumbraComponent penumbra, PenumbraControllerComponent penumbraController) : base(game) - { + { _penumbra = penumbra; _penumbraController = penumbraController; } public override void Initialize() { - base.Initialize(); + base.Initialize(); LoadScenarios(); SwitchScenario(); } - public Scenario ActiveScenario { get; private set; } + public Scenario ActiveScenario { get; private set; } public void NextScenario() { _currentScenarioIndex = (_currentScenarioIndex + 1) % _scenarios.Length; SwitchScenario(); - } + } public void PreviousScenario() { @@ -46,7 +46,7 @@ public void PreviousScenario() } public override void Update(GameTime gameTime) - { + { ActiveScenario.Update((float)gameTime.ElapsedGameTime.TotalSeconds); } @@ -72,7 +72,7 @@ private void SwitchScenario() ActiveScenario.Activate(_penumbra, Game.Content); foreach (Light light in _penumbra.Lights) - light.ShadowType = _penumbraController.ActiveShadowType; + light.ShadowType = _penumbraController.ActiveShadowType; } } } diff --git a/Samples/Sandbox/UIComponent.cs b/Samples/Sandbox/UIComponent.cs index 569597a..ab9d622 100644 --- a/Samples/Sandbox/UIComponent.cs +++ b/Samples/Sandbox/UIComponent.cs @@ -26,9 +26,9 @@ public UIComponent(SandboxGame game, PenumbraControllerComponent penumbraControl public ScenariosComponent Scenarios { get; } protected override void LoadContent() - { + { _spriteBatch = new SpriteBatch(GraphicsDevice); - _font = Game.Content.Load("Font"); + _font = Game.Content.Load("Font"); } public override void Draw(GameTime gameTime) @@ -38,7 +38,7 @@ public override void Draw(GameTime gameTime) _spriteBatch.Begin(); - // Draw key instructions. + // Draw key instructions. float progressX = margin; float progressY = GraphicsDevice.Viewport.Height - margin - sizeY; for (int i = _instructionKeys.Length - 1; i >= 0; i--) @@ -51,7 +51,7 @@ public override void Draw(GameTime gameTime) progressY -= sizeY; progressX = margin; - } + } // Draw current setup info. progressY = GraphicsDevice.Viewport.Height - margin - sizeY; @@ -67,14 +67,14 @@ public override void Draw(GameTime gameTime) } _spriteBatch.End(); - } + } private string[] _instructionPrefixes = { "Previous scenario [ ", "Next scenario [ ", "Change shadow type [ ", - "Show debug lines [ ", + "Show debug lines [ ", "Pause/resume simulation [ " }; private string[] _instructionKeys = diff --git a/Samples/Shared/Common/CameraMovementComponent.cs b/Samples/Shared/Common/CameraMovementComponent.cs index 14830df..e60c252 100644 --- a/Samples/Shared/Common/CameraMovementComponent.cs +++ b/Samples/Shared/Common/CameraMovementComponent.cs @@ -57,7 +57,7 @@ public Vector2 Origin public bool InputEnabled { get; set; } = true; public CameraMovementComponent(Game game) : base(game) - { } + { } public override void Update(GameTime gameTime) { @@ -114,7 +114,7 @@ private void SetViewMatrix() { Transform = Matrix.CreateTranslation(new Vector3(-Position, 0)) * - Matrix.CreateRotationZ(-Rotation) * + Matrix.CreateRotationZ(-Rotation) * Matrix.CreateScale(Scale) * Matrix.CreateTranslation(new Vector3(Origin, 0)); } diff --git a/Samples/Shared/Common/FpsGarbageComponent.cs b/Samples/Shared/Common/FpsGarbageComponent.cs index 59be028..8439350 100644 --- a/Samples/Shared/Common/FpsGarbageComponent.cs +++ b/Samples/Shared/Common/FpsGarbageComponent.cs @@ -21,7 +21,7 @@ public FpsGarbageComponent(Game game) : base(game) } public void DisableFpsLimit() - { + { Game.IsFixedTimeStep = false; var deviceManager = (GraphicsDeviceManager)Game.Services.GetService(); deviceManager.SynchronizeWithVerticalRetrace = false; @@ -36,7 +36,7 @@ public override void Update(GameTime gameTime) if (_fpsOrGarbageDirty) { _fpsOrGarbageDirty = false; - Game.Window.Title = $"FPS {_fps} | Garbage per sec KB {_garbage.ToString(CultureInfo.InvariantCulture)}"; + Game.Window.Title = $"FPS {_fps} | Garbage per sec KB {_garbage.ToString(CultureInfo.InvariantCulture)}"; } } } diff --git a/Samples/Shared/Common/PenumbraControllerComponent.cs b/Samples/Shared/Common/PenumbraControllerComponent.cs index a03e381..65826ac 100644 --- a/Samples/Shared/Common/PenumbraControllerComponent.cs +++ b/Samples/Shared/Common/PenumbraControllerComponent.cs @@ -36,11 +36,11 @@ public PenumbraControllerComponent(Game game, PenumbraComponent penumbra) : base }; } - public bool InputEnabled { get; set; } = true; + public bool InputEnabled { get; set; } = true; protected override void LoadContent() { - _spriteBatch = new SpriteBatch(GraphicsDevice); + _spriteBatch = new SpriteBatch(GraphicsDevice); } public ShadowType ActiveShadowType => ShadowTypes[_currentShadowType]; diff --git a/Samples/Shared/Common/Properties/AssemblyInfo.cs b/Samples/Shared/Common/Properties/AssemblyInfo.cs index 9c73434..1671f87 100644 --- a/Samples/Shared/Common/Properties/AssemblyInfo.cs +++ b/Samples/Shared/Common/Properties/AssemblyInfo.cs @@ -2,7 +2,7 @@ using System.Runtime.CompilerServices; using System.Runtime.InteropServices; -// General Information about an assembly is controlled through the following +// General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("SharedComponents")] @@ -14,8 +14,8 @@ [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] @@ -25,11 +25,11 @@ // Version information for an assembly consists of the following four values: // // Major Version -// Minor Version +// Minor Version // Build Number // Revision // -// You can specify all the values or you can default the Build and Revision Numbers +// You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("1.0.0.0")] diff --git a/Samples/Shared/Common/Utilities/FPS.cs b/Samples/Shared/Common/Utilities/FPS.cs index 33c0620..1aff4dc 100644 --- a/Samples/Shared/Common/Utilities/FPS.cs +++ b/Samples/Shared/Common/Utilities/FPS.cs @@ -20,11 +20,11 @@ public class FPSEventArgs : EventArgs } /// - /// Static class used to display the current and average frames per second. + /// Static class used to display the current and average frames per second. /// public static class FPS { - // Frames per second variables. + // Frames per second variables. private static int _fpsCount; private static float _timeSinceLastUpdateInSeconds; @@ -32,7 +32,7 @@ public static class FPS private static int _numberOfSecondsToComputerAverageOver = 10; private static readonly Queue FpsQueue = new Queue(); // Stores the sum of all the FPS numbers in the FPS queue. - private static int _fpsQueueSum; + private static int _fpsQueueSum; /// /// Event handler that fires every second, directly after the CurrentFPS and AverageFPS have been updated. @@ -50,7 +50,7 @@ public static class FPS /// /// Gets the average number of Frames Per Second being achieved. - /// + /// public static float AverageFPS { get; private set; } /// @@ -67,13 +67,13 @@ public static class FPS /// Gets or sets the number of seconds that the average FPS should be computed over. /// /// - /// The number of seconds that the average FPS should be computed over. + /// The number of seconds that the average FPS should be computed over. /// NOTE: This must be greater than 1. /// - public static int NumberOfSecondsToComputeAverageOver + public static int NumberOfSecondsToComputeAverageOver { get { return _numberOfSecondsToComputerAverageOver; } - set + set { // If a valid number has been specified. if (value > 1) { @@ -135,7 +135,7 @@ public static void Update(float deltaSeconds) // Let any listeners know that the FPS and average FPS have been updated. RaiseFpsUpdated(); } - } + } /// /// Function to erase the current FPS values being used to calculate the average and to start over. diff --git a/Samples/Shared/Common/Utilities/Garbage.cs b/Samples/Shared/Common/Utilities/Garbage.cs index ff8537e..7a35415 100644 --- a/Samples/Shared/Common/Utilities/Garbage.cs +++ b/Samples/Shared/Common/Utilities/Garbage.cs @@ -18,15 +18,15 @@ public class GarbageEventArgs : EventArgs /// public static class Garbage { - private static float _garbageAmountAtLastUpdate; + private static float _garbageAmountAtLastUpdate; private static float _secondsPassedSinceLastSecond; private static int _updatesPerSecond; /// /// Gets the current amount of allocated garbage in kilobytes. /// - public static float CurrentAmount { get; private set; } - + public static float CurrentAmount { get; private set; } + /// /// Gets the average amount of garbage created per frame in kilobytes. /// @@ -70,7 +70,7 @@ public static void Update(float deltaSeconds) _updatesPerSecond = 0; RaiseGarbageUpdated(); - } + } } private static void RaiseGarbageUpdated() diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics DebugView 3.5/Properties/AssemblyInfo.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics DebugView 3.5/Properties/AssemblyInfo.cs index 37a1dc6..b208f02 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics DebugView 3.5/Properties/AssemblyInfo.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics DebugView 3.5/Properties/AssemblyInfo.cs @@ -1,7 +1,7 @@ using System.Reflection; using System.Runtime.InteropServices; -// General Information about an assembly is controlled through the following +// General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. @@ -14,8 +14,8 @@ [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] @@ -27,7 +27,7 @@ // Version information for an assembly consists of the following four values: // // Major Version -// Minor Version +// Minor Version // Build Number // Revision // diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Collision.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Collision.cs index 287d586..6a1aec0 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Collision.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Collision.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; @@ -226,7 +226,7 @@ public struct RayCastInput } /// - /// Ray-cast output data. + /// Ray-cast output data. /// public struct RayCastOutput { diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Distance.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Distance.cs index 058fc80..8ccd7f2 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Distance.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Distance.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; @@ -169,7 +169,7 @@ public struct SimplexCache /// /// Input for Distance.ComputeDistance(). - /// You have to option to use the shape radii in the computation. + /// You have to option to use the shape radii in the computation. /// public class DistanceInput { @@ -206,7 +206,7 @@ public struct DistanceOutput internal struct SimplexVertex { /// - /// Barycentric coordinate for closest point + /// Barycentric coordinate for closest point /// public float A; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/DynamicTree.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/DynamicTree.cs index 78813c1..db7f083 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/DynamicTree.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/DynamicTree.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; @@ -175,7 +175,7 @@ public int MaxBalance /// /// Create a proxy in the tree as a leaf node. We return the index /// of the node instead of a pointer so that we can grow - /// the node pool. + /// the node pool. /// /// /// The aabb. /// The user data. diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/DynamicTreeBroadPhase.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/DynamicTreeBroadPhase.cs index 40f0dc0..f2eae7e 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/DynamicTreeBroadPhase.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/DynamicTreeBroadPhase.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/ChainShape.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/ChainShape.cs index 7d2348a..c55b188 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/ChainShape.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/ChainShape.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System.Diagnostics; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/CircleShape.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/CircleShape.cs index 2a2c7f2..e14e4b4 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/CircleShape.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/CircleShape.cs @@ -1,7 +1,7 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org * diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/EdgeShape.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/EdgeShape.cs index 3857e72..1b5f6f6 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/EdgeShape.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/EdgeShape.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using FarseerPhysics.Common; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/PolygonShape.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/PolygonShape.cs index a71283f..f649917 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/PolygonShape.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/PolygonShape.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System.Diagnostics; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/Shape.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/Shape.cs index 8452afc..9db9d4b 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/Shape.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/Shapes/Shape.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/TimeOfImpact.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/TimeOfImpact.cs index ecc2ff1..c040c20 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/TimeOfImpact.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Collision/TimeOfImpact.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/ConvexHull/ChainHull.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/ConvexHull/ChainHull.cs index 3aaa1fe..4ed896a 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/ConvexHull/ChainHull.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/ConvexHull/ChainHull.cs @@ -6,7 +6,7 @@ namespace FarseerPhysics.Common.ConvexHull /// /// Andrew's Monotone Chain Convex Hull algorithm. /// Used to get the convex hull of a point cloud. - /// + /// /// Source: http://www.softsurfer.com/Archive/algorithm_0109/algorithm_0109.htm /// public static class ChainHull diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/ConvexHull/GiftWrap.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/ConvexHull/GiftWrap.cs index 541655e..89fb762 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/ConvexHull/GiftWrap.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/ConvexHull/GiftWrap.cs @@ -5,7 +5,7 @@ namespace FarseerPhysics.Common.ConvexHull /// /// Giftwrap convex hull algorithm. /// O(nh) time complexity, where n is the number of points and h is the number of points on the convex hull. - /// + /// /// See http://en.wikipedia.org/wiki/Gift_wrapping_algorithm for more details. /// public static class GiftWrap diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/BayazitDecomposer.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/BayazitDecomposer.cs index 48df75f..b9b56f9 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/BayazitDecomposer.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/BayazitDecomposer.cs @@ -8,13 +8,13 @@ namespace FarseerPhysics.Common.Decomposition /// /// Convex decomposition algorithm created by Mark Bayazit (http://mnbayazit.com/) - /// + /// /// Properties: /// - Tries to decompose using polygons instead of triangles. /// - Tends to produce optimal results with low processing time. /// - Running time is O(nr), n = number of vertices, r = reflex vertices. /// - Does not support holes. - /// + /// /// For more information about this algorithm, see http://mnbayazit.com/406/bayazit /// internal static class BayazitDecomposer diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/AdvancingFront.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/AdvancingFront.cs index 95baebd..3f5e51c 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/AdvancingFront.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/AdvancingFront.cs @@ -88,7 +88,7 @@ public override string ToString() /// private AdvancingFrontNode FindSearchNode(double x) { - // TODO: implement BST index + // TODO: implement BST index return Search; } diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/DTSweep.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/DTSweep.cs index b1179bb..0715141 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/DTSweep.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/DTSweep.cs @@ -33,10 +33,10 @@ * Sweep-line, Constrained Delauney Triangulation (CDT) See: Domiter, V. and * Zalik, B.(2008)'Sweep-line algorithm for constrained Delaunay triangulation', * International Journal of Geographical Information Science - * + * * "FlipScan" Constrained Edge Algorithm invented by author of this code. - * - * Author: Thomas Åhlén, thahlen@gmail.com + * + * Author: Thomas Åhlén, thahlen@gmail.com */ // Changes from the Java version @@ -103,7 +103,7 @@ private static void Sweep(DTSweepContext tcx) } /// - /// If this is a Delaunay Triangulation of a pointset we need to fill so the triangle mesh gets a ConvexHull + /// If this is a Delaunay Triangulation of a pointset we need to fill so the triangle mesh gets a ConvexHull /// private static void FinalizationConvexHull(DTSweepContext tcx) { @@ -118,10 +118,10 @@ private static void FinalizationConvexHull(DTSweepContext tcx) // Lets remove triangles connected to the two "algorithm" points - // XXX: When the first the nodes are points in a triangle we need to do a flip before + // XXX: When the first the nodes are points in a triangle we need to do a flip before // removing triangles or we will lose a valid triangle. // Same for last three nodes! - // !!! If I implement ConvexHull for lower right and left boundary this fix should not be + // !!! If I implement ConvexHull for lower right and left boundary this fix should not be // needed and the removed triangles will be added again by default n1 = tcx.aFront.Tail.Prev; if (n1.Triangle.Contains(n1.Next.Point) && n1.Triangle.Contains(n1.Prev.Point)) @@ -140,7 +140,7 @@ private static void FinalizationConvexHull(DTSweepContext tcx) tcx.MapTriangleToNodes(t1); } - // Lower right boundary + // Lower right boundary TriangulationPoint first = tcx.aFront.Head.Point; n2 = tcx.aFront.Tail.Prev; t1 = n2.Triangle; @@ -238,7 +238,7 @@ private static AdvancingFrontNode PointEvent(DTSweepContext tcx, TriangulationPo AdvancingFrontNode node = tcx.LocateNode(point); AdvancingFrontNode newNode = NewFrontTriangle(tcx, point, node); - // Only need to check +epsilon since point never have smaller + // Only need to check +epsilon since point never have smaller // x value than node due to how we fetch nodes from the front if (point.X <= node.Point.X + TriangulationUtil.EPSILON) { @@ -289,7 +289,7 @@ private static void EdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, Advanc } // For now we will do all needed filling - // TODO: integrate with flip process might give some better performance + // TODO: integrate with flip process might give some better performance // but for now this avoid the issue with cases that needs both flips and fills FillEdgeEvent(tcx, edge, node); @@ -367,7 +367,7 @@ private static void FillRightBelowEdgeEvent(DTSweepContext tcx, DTSweepConstrain { if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW) { - // Concave + // Concave FillRightConcaveEdgeEvent(tcx, edge, node); } else @@ -450,7 +450,7 @@ private static void FillLeftBelowEdgeEvent(DTSweepContext tcx, DTSweepConstraint { if (TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point) == Orientation.CW) { - // Concave + // Concave FillLeftConcaveEdgeEvent(tcx, edge, node); } else @@ -508,7 +508,7 @@ private static void EdgeEvent(DTSweepContext tcx, TriangulationPoint ep, Triangu if (triangle.Contains(eq, p1)) { triangle.MarkConstrainedEdge(eq, p1); - // We are modifying the constraint maybe it would be better to + // We are modifying the constraint maybe it would be better to // not change the given constraint and just keep a variable for the new constraint tcx.EdgeEvent.ConstrainedEdge.Q = p1; triangle = triangle.NeighborAcross(point); @@ -532,7 +532,7 @@ private static void EdgeEvent(DTSweepContext tcx, TriangulationPoint ep, Triangu if (triangle.Contains(eq, p2)) { triangle.MarkConstrainedEdge(eq, p2); - // We are modifying the constraint maybe it would be better to + // We are modifying the constraint maybe it would be better to // not change the given constraint and just keep a variable for the new constraint tcx.EdgeEvent.ConstrainedEdge.Q = p2; triangle = triangle.NeighborAcross(point); @@ -631,9 +631,9 @@ private static void FlipEdgeEvent(DTSweepContext tcx, TriangulationPoint ep, Tri } /// - /// When we need to traverse from one triangle to the next we need + /// When we need to traverse from one triangle to the next we need /// the point in current triangle that is the opposite point to the next - /// triangle. + /// triangle. /// private static TriangulationPoint NextFlipPoint(TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle ot, TriangulationPoint op) { @@ -688,8 +688,8 @@ private static DelaunayTriangle NextFlipTriangle(DTSweepContext tcx, Orientation /// /// Scan part of the FlipScan algorithm
- /// When a triangle pair isn't flippable we will scan for the next - /// point that is inside the flip triangle scan area. When found + /// When a triangle pair isn't flippable we will scan for the next + /// point that is inside the flip triangle scan area. When found /// we generate a new flipEdgeEvent ///
/// @@ -715,8 +715,8 @@ private static void FlipScanEdgeEvent(DTSweepContext tcx, TriangulationPoint ep, { // flip with new edge op->eq FlipEdgeEvent(tcx, eq, op, ot, op); - // TODO: Actually I just figured out that it should be possible to - // improve this by getting the next ot and op before the the above + // TODO: Actually I just figured out that it should be possible to + // improve this by getting the next ot and op before the the above // flip and continue the flipScanEdgeEvent here // set new ot and op here and loop back to inScanArea test // also need to set a new flipTriangle first @@ -838,7 +838,7 @@ private static double Angle(TriangulationPoint origin, TriangulationPoint pa, Tr /// /// Fills a basin that has formed on the Advancing Front to the right /// of given node. - /// First we decide a left,bottom and right node that forms the + /// First we decide a left,bottom and right node that forms the /// boundaries of the basin. Then we do a reqursive fill. /// /// @@ -999,7 +999,7 @@ private static void Fill(DTSweepContext tcx, AdvancingFrontNode node) { DelaunayTriangle triangle = new DelaunayTriangle(node.Prev.Point, node.Point, node.Next.Point); // TODO: should copy the cEdge value from neighbor triangles - // for now cEdge values are copied during the legalize + // for now cEdge values are copied during the legalize triangle.MarkNeighbor(node.Prev.Triangle); triangle.MarkNeighbor(node.Triangle); tcx.Triangles.Add(triangle); @@ -1051,7 +1051,7 @@ private static bool Legalize(DTSweepContext tcx, DelaunayTriangle t) if (inside) { - // Lets mark this shared edge as Delaunay + // Lets mark this shared edge as Delaunay t.EdgeIsDelaunay[i] = true; ot.EdgeIsDelaunay[oi] = true; @@ -1076,7 +1076,7 @@ private static bool Legalize(DTSweepContext tcx, DelaunayTriangle t) // Reset the Delaunay edges, since they only are valid Delaunay edges // until we add a new triangle or point. - // XXX: need to think about this. Can these edges be tried after we + // XXX: need to think about this. Can these edges be tried after we // return to previous recursive level? t.EdgeIsDelaunay[i] = false; ot.EdgeIsDelaunay[oi] = false; @@ -1094,7 +1094,7 @@ private static bool Legalize(DTSweepContext tcx, DelaunayTriangle t) /// Rotates a triangle pair one vertex CW /// n2 n2 /// P +-----+ P +-----+ - /// | t /| |\ t | + /// | t /| |\ t | /// | / | | \ | /// n1| / |n3 n1| \ |n3 /// | / | after CW | \ | @@ -1136,8 +1136,8 @@ private static void RotateTrianglePair(DelaunayTriangle t, TriangulationPoint p, // Remap neighbors // XXX: might optimize the markNeighbor by keeping track of - // what side should be assigned to what neighbor after the - // rotation. Now mark neighbor does lots of testing to find + // what side should be assigned to what neighbor after the + // rotation. Now mark neighbor does lots of testing to find // the right side. t.Neighbors.Clear(); ot.Neighbors.Clear(); diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/DTSweepConstraint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/DTSweepConstraint.cs index 8c4a6a5..9e7fa6f 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/DTSweepConstraint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/DTSweepConstraint.cs @@ -35,7 +35,7 @@ internal class DTSweepConstraint : TriangulationConstraint { /// /// Give two points in any order. Will always be ordered so - /// that q.y > p.y and q.x > p.x if same y value + /// that q.y > p.y and q.x > p.x if same y value /// public DTSweepConstraint(TriangulationPoint p1, TriangulationPoint p2) { diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/DTSweepContext.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/DTSweepContext.cs index 0534783..f985086 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/DTSweepContext.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Delaunay/Sweep/DTSweepContext.cs @@ -32,14 +32,14 @@ namespace FarseerPhysics.Common.Decomposition.CDT.Delaunay.Sweep { /** - * + * * @author Thomas Åhlén, thahlen@gmail.com * */ internal class DTSweepContext : TriangulationContext { - // Inital triangle factor, seed triangle will extend 30% of + // Inital triangle factor, seed triangle will extend 30% of // PointSet width to both left and right. private const float ALPHA = 0.3f; @@ -142,7 +142,7 @@ public void CreateAdvancingFront() } /// - /// Try to map a node to all sides of this triangle that don't have + /// Try to map a node to all sides of this triangle that don't have /// a neighbor. /// public void MapTriangleToNodes(DelaunayTriangle t) diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Polygon/Polygon.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Polygon/Polygon.cs index 752d6da..83ed70b 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Polygon/Polygon.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Polygon/Polygon.cs @@ -207,7 +207,7 @@ public void AddHole(Polygon poly) /// The point to insert into the polygon public void InsertPointAfter(PolygonPoint point, PolygonPoint newPoint) { - // Validate that + // Validate that int index = _points.IndexOf(point); if (index == -1) throw new ArgumentException( diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Sets/ConstrainedPointSet.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Sets/ConstrainedPointSet.cs index f6294f9..16b5361 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Sets/ConstrainedPointSet.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/Sets/ConstrainedPointSet.cs @@ -38,8 +38,8 @@ namespace FarseerPhysics.Common.Decomposition.CDT.Sets * A constraint defines an edge between two points in the set, these edges can not * be crossed. They will be enforced triangle edges after a triangulation. *

- * - * + * + * * @author Thomas Åhlén, thahlen@gmail.com */ @@ -54,7 +54,7 @@ public ConstrainedPointSet(List points, int[] index) } /** - * + * * @param points - A list of all points in PointSet * @param constraints - Pairs of two points defining a constraint, all points must be part of given PointSet! */ @@ -102,7 +102,7 @@ public override void PrepareTriangulation(TriangulationContext tcx) * TODO: TO BE IMPLEMENTED! * Peforms a validation on given input
* 1. Check's if there any constraint edges are crossing or collinear
- * 2. + * 2. * @return */ diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/TriangulationConstraint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/TriangulationConstraint.cs index 91af927..5f373d6 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/TriangulationConstraint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/TriangulationConstraint.cs @@ -33,7 +33,7 @@ * Forces a triangle edge between two points p and q * when triangulating. For example used to enforce * Polygon Edges during a polygon triangulation. - * + * * @author Thomas Åhlén, thahlen@gmail.com */ namespace FarseerPhysics.Common.Decomposition.CDT diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/TriangulationUtil.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/TriangulationUtil.cs index c346e8d..6ef5378 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/TriangulationUtil.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDT/TriangulationUtil.cs @@ -49,9 +49,9 @@ internal class TriangulationUtil /// / \ /// / \ /// b/ \c - /// +-------+ - /// / B \ - /// / \ + /// +-------+ + /// / B \ + /// / \ /// /// Facts: /// d has to be in area B to have a chance to be inside the circle formed by a,b and c diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDTDecomposer.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDTDecomposer.cs index 48618e3..f76d229 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDTDecomposer.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/CDTDecomposer.cs @@ -16,14 +16,14 @@ namespace FarseerPhysics.Common.Decomposition ///

/// 2D constrained Delaunay triangulation algorithm. /// Based on the paper "Sweep-line algorithm for constrained Delaunay triangulation" by V. Domiter and and B. Zalik - /// + /// /// Properties: /// - Creates triangles with a large interior angle. /// - Supports holes /// - Generate a lot of garbage due to incapsulation of the Poly2Tri library. /// - Running time is O(n^2), n = number of vertices. /// - Does not care about winding order. - /// + /// /// Source: http://code.google.com/p/poly2tri/ /// internal static class CDTDecomposer diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/EarclipDecomposer.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/EarclipDecomposer.cs index 489e56f..fb35c73 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/EarclipDecomposer.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/EarclipDecomposer.cs @@ -1,6 +1,6 @@ /* * C# Version Ported by Matt Bettcher and Ian Qvist 2009-2010 -* +* * Original C++ Version Copyright (c) 2007 Eric Jordan * * This software is provided 'as-is', without any express or implied @@ -27,17 +27,17 @@ namespace FarseerPhysics.Common.Decomposition { /// /// Convex decomposition algorithm using ear clipping - /// + /// /// Properties: /// - Only works on simple polygons. /// - Does not support holes. /// - Running time is O(n^2), n = number of vertices. - /// + /// /// Source: http://www.ewjordan.com/earClip/ /// internal static class EarclipDecomposer { - //box2D rev 32 - for details, see http://www.box2d.org/forum/viewtopic.php?f=4&t=83&start=50 + //box2D rev 32 - for details, see http://www.box2d.org/forum/viewtopic.php?f=4&t=83&start=50 /// /// Decompose the polygon into several smaller non-concave polygon. @@ -211,12 +211,12 @@ private static List TriangulatePolygon(Vertices vertices, float tolera /// /// Finds and fixes "pinch points," points where two polygon /// vertices are at the same point. - /// + /// /// If a pinch point is found, pin is broken up into poutA and poutB /// and true is returned; otherwise, returns false. - /// + /// /// Mostly for internal use. - /// + /// /// O(N^2) time, which sucks... /// /// The pin. @@ -263,7 +263,7 @@ private static bool ResolvePinchPoint(Vertices pin, out Vertices poutA, out Vert int sizeB = pin.Count - sizeA; for (int i = 0; i < sizeB; ++i) { - int ind = Remainder(pinchIndexB + i, pin.Count); // is this right + int ind = Remainder(pinchIndexB + i, pin.Count); // is this right poutB.Add(pin[ind]); } } diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/FlipcodeDecomposer.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/FlipcodeDecomposer.cs index 895cd3f..7baee89 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/FlipcodeDecomposer.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/FlipcodeDecomposer.cs @@ -6,13 +6,13 @@ namespace FarseerPhysics.Common.Decomposition { /// /// Convex decomposition algorithm created by unknown - /// + /// /// Properties: /// - No support for holes /// - Very fast /// - Only works on simple polygons /// - Only works on counter clockwise polygons - /// + /// /// More information: http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml /// internal static class FlipcodeDecomposer @@ -23,10 +23,10 @@ internal static class FlipcodeDecomposer /// /// Decompose the polygon into triangles. - /// + /// /// Properties: /// - Only works on counter clockwise polygons - /// + /// /// /// The list of points describing the polygon public static List ConvexPartition(Vertices vertices) @@ -48,7 +48,7 @@ public static List ConvexPartition(Vertices vertices) for (int v = nv - 1; nv > 2; ) { - // If we loop, it is probably a non-simple polygon + // If we loop, it is probably a non-simple polygon if (0 >= (count--)) { // Triangulate: ERROR - probable bad polygon! @@ -58,13 +58,13 @@ public static List ConvexPartition(Vertices vertices) // Three consecutive vertices in current polygon, int u = v; if (nv <= u) - u = 0; // Previous + u = 0; // Previous v = u + 1; if (nv <= v) - v = 0; // New v + v = 0; // New v int w = v + 1; if (nv <= w) - w = 0; // Next + w = 0; // Next _tmpA = vertices[polygon[u]]; _tmpB = vertices[polygon[v]]; @@ -81,7 +81,7 @@ public static List ConvexPartition(Vertices vertices) triangle.Add(_tmpC); result.Add(triangle); - // Remove v from remaining polygon + // Remove v from remaining polygon for (s = v, t = v + 1; t < nv; s++, t++) { polygon[s] = polygon[t]; @@ -120,7 +120,7 @@ private static bool InsideTriangle(ref Vector2 a, ref Vector2 b, ref Vector2 c, } /// - /// Cut a the contour and add a triangle into V to describe the + /// Cut a the contour and add a triangle into V to describe the /// location of the cut /// /// The list of points defining the polygon diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/Seidel/Triangulator.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/Seidel/Triangulator.cs index cf44812..d041256 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/Seidel/Triangulator.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/Seidel/Triangulator.cs @@ -109,7 +109,7 @@ private void CreateMountains() // linear time, although I don't see a way around using traditional methods // when using a randomized incremental algorithm - // Insertion sort is one of the fastest algorithms for sorting arrays containing + // Insertion sort is one of the fastest algorithms for sorting arrays containing // fewer than ten elements, or for lists that are already mostly sorted. List points = new List(edge.MPoints); @@ -174,7 +174,7 @@ private List OrderSegments(List edgeInput) } // Randomized triangulation improves performance - // See Seidel's paper, or O'Rourke's book, p. 57 + // See Seidel's paper, or O'Rourke's book, p. 57 Shuffle(edges); return edges; } diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/SeidelDecomposer.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/SeidelDecomposer.cs index d4c0b9d..c633161 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/SeidelDecomposer.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/SeidelDecomposer.cs @@ -13,24 +13,24 @@ namespace FarseerPhysics.Common.Decomposition { /// /// Convex decomposition algorithm created by Raimund Seidel - /// + /// /// Properties: /// - Decompose the polygon into trapezoids, then triangulate. /// - To use the trapezoid data, use ConvexPartitionTrapezoid() /// - Generate a lot of garbage due to incapsulation of the Poly2Tri library. /// - Running time is O(n log n), n = number of vertices. /// - Running time is almost linear for most simple polygons. - /// - Does not care about winding order. - /// + /// - Does not care about winding order. + /// /// For more information, see Raimund Seidel's paper "A simple and fast incremental randomized /// algorithm for computing trapezoidal decompositions and for triangulating polygons" - /// + /// /// See also: "Computational Geometry", 3rd edition, by Mark de Berg et al, Chapter 6.2 /// "Computational Geometry in C", 2nd edition, by Joseph O'Rourke - /// + /// /// Original code from the Poly2Tri project by Mason Green. /// http://code.google.com/p/poly2tri/source/browse?repo=archive#hg/scala/src/org/poly2tri/seidel - /// + /// /// This implementation is from Dec 14, 2010 /// internal static class SeidelDecomposer diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/Triangulate.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/Triangulate.cs index 884180f..6b06608 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/Triangulate.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Decomposition/Triangulate.cs @@ -9,7 +9,7 @@ public enum TriangulationAlgorithm { /// /// Convex decomposition algorithm using ear clipping - /// + /// /// Properties: /// - Only works on simple polygons. /// - Does not support holes. @@ -19,7 +19,7 @@ public enum TriangulationAlgorithm /// /// Convex decomposition algorithm created by Mark Bayazit (http://mnbayazit.com/) - /// + /// /// Properties: /// - Tries to decompose using polygons instead of triangles. /// - Tends to produce optimal results with low processing time. @@ -30,7 +30,7 @@ public enum TriangulationAlgorithm /// /// Convex decomposition algorithm created by unknown - /// + /// /// Properties: /// - No support for holes /// - Very fast @@ -41,14 +41,14 @@ public enum TriangulationAlgorithm /// /// Convex decomposition algorithm created by Raimund Seidel - /// + /// /// Properties: /// - Decompose the polygon into trapezoids, then triangulate. /// - To use the trapezoid data, use ConvexPartitionTrapezoid() /// - Generate a lot of garbage due to incapsulation of the Poly2Tri library. /// - Running time is O(n log n), n = number of vertices. /// - Running time is almost linear for most simple polygons. - /// - Does not care about winding order. + /// - Does not care about winding order. /// Seidel, SeidelTrapezoids, @@ -56,7 +56,7 @@ public enum TriangulationAlgorithm /// /// 2D constrained Delaunay triangulation algorithm. /// Based on the paper "Sweep-line algorithm for constrained Delaunay triangulation" by V. Domiter and and B. Zalik - /// + /// /// Properties: /// - Creates triangles with a large interior angle. /// - Supports holes diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/FixedArray.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/FixedArray.cs index c628470..c8c9d15 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/FixedArray.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/FixedArray.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/LineTools.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/LineTools.cs index 8b6b8e4..4e81ac6 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/LineTools.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/LineTools.cs @@ -36,7 +36,7 @@ public static float DistanceBetweenPointAndLineSegment(ref Vector2 point, ref Ve ///with the point of crossing. /// ///Grazing lines should not return true. - /// + /// /// public static bool LineIntersect2(ref Vector2 a0, ref Vector2 a1, ref Vector2 b0, ref Vector2 b1, out Vector2 intersectionPoint) { @@ -111,7 +111,7 @@ public static Vector2 LineIntersect(Vector2 p1, Vector2 p2, Vector2 q1, Vector2 /// both to true means you are doing a line-segment to line-segment /// intersection. Setting one of them to true means you are doing a /// line to line-segment intersection test, and so on. - /// Note: If two line segments are coincident, then + /// Note: If two line segments are coincident, then /// no intersection is detected (there are actually /// infinite intersection points). /// Author: Jeremy Bell @@ -122,7 +122,7 @@ public static Vector2 LineIntersect(Vector2 p1, Vector2 p2, Vector2 q1, Vector2 /// The second point of the second line segment. /// This is set to the intersection /// point if an intersection is detected. - /// Set this to true to require that the + /// Set this to true to require that the /// intersection point be on the first line segment. /// Set this to true to require that the /// intersection point be on the second line segment. @@ -188,7 +188,7 @@ public static bool LineIntersect(ref Vector2 point1, ref Vector2 point2, ref Vec /// both to true means you are doing a line-segment to line-segment /// intersection. Setting one of them to true means you are doing a /// line to line-segment intersection test, and so on. - /// Note: If two line segments are coincident, then + /// Note: If two line segments are coincident, then /// no intersection is detected (there are actually /// infinite intersection points). /// Author: Jeremy Bell @@ -199,7 +199,7 @@ public static bool LineIntersect(ref Vector2 point1, ref Vector2 point2, ref Vec /// The second point of the second line segment. /// This is set to the intersection /// point if an intersection is detected. - /// Set this to true to require that the + /// Set this to true to require that the /// intersection point be on the first line segment. /// Set this to true to require that the /// intersection point be on the second line segment. @@ -211,8 +211,8 @@ public static bool LineIntersect(Vector2 point1, Vector2 point2, Vector2 point3, /// /// This method detects if two line segments intersect, - /// and, if so, the point of intersection. - /// Note: If two line segments are coincident, then + /// and, if so, the point of intersection. + /// Note: If two line segments are coincident, then /// no intersection is detected (there are actually /// infinite intersection points). /// @@ -230,8 +230,8 @@ public static bool LineIntersect(ref Vector2 point1, ref Vector2 point2, ref Vec /// /// This method detects if two line segments intersect, - /// and, if so, the point of intersection. - /// Note: If two line segments are coincident, then + /// and, if so, the point of intersection. + /// Note: If two line segments are coincident, then /// no intersection is detected (there are actually /// infinite intersection points). /// @@ -274,7 +274,7 @@ public static Vertices LineSegmentVerticesIntersect(ref Vector2 point1, ref Vect } /// - /// Get all intersections between a line segment and an AABB. + /// Get all intersections between a line segment and an AABB. /// /// The first point of the line segment to test /// The second point of the line segment to test. diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Math.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Math.cs index 766212f..05aac12 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Math.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Math.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; @@ -312,7 +312,7 @@ public static double VectorAngle(Vector2 p1, Vector2 p2) /// /// Returns a positive number if c is to the left of the line going from a to b. /// - /// Positive number if point is left, negative if point is right, + /// Positive number if point is left, negative if point is right, /// and 0 if points are collinear. public static float Area(Vector2 a, Vector2 b, Vector2 c) { @@ -322,7 +322,7 @@ public static float Area(Vector2 a, Vector2 b, Vector2 c) /// /// Returns a positive number if c is to the left of the line going from a to b. /// - /// Positive number if point is left, negative if point is right, + /// Positive number if point is left, negative if point is right, /// and 0 if points are collinear. public static float Area(ref Vector2 a, ref Vector2 b, ref Vector2 c) { diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Path.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Path.cs index f8a8bf5..ba44232 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Path.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Path.cs @@ -200,7 +200,7 @@ public Vector2 GetPosition(float time) { int p = (int)(time / _deltaT); - // + // int p0 = p - 1; if (p0 < 0) p0 = 0; else if (p0 >= ControlPoints.Count - 1) p0 = ControlPoints.Count - 1; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PhysicsLogic/FilterData.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PhysicsLogic/FilterData.cs index 4bc9fe8..4afec14 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PhysicsLogic/FilterData.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PhysicsLogic/FilterData.cs @@ -30,7 +30,7 @@ public abstract class FilterData public int EnabledOnGroup; /// - /// + /// /// /// /// diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PhysicsLogic/RealExplosion.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PhysicsLogic/RealExplosion.cs index 8b95023..3fd6bce 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PhysicsLogic/RealExplosion.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PhysicsLogic/RealExplosion.cs @@ -19,7 +19,7 @@ internal struct ShapeData } /// - /// This is a comprarer used for + /// This is a comprarer used for /// detecting angle difference between rays /// internal class RayDataComparer : IComparer diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PolygonManipulation/SimpleCombiner.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PolygonManipulation/SimpleCombiner.cs index 581ed06..1ce2d8a 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PolygonManipulation/SimpleCombiner.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PolygonManipulation/SimpleCombiner.cs @@ -1,6 +1,6 @@ /* * C# Version Ported by Matt Bettcher and Ian Qvist 2009-2010 -* +* * Original C++ Version Copyright (c) 2007 Eric Jordan * * This software is provided 'as-is', without any express or implied @@ -32,7 +32,7 @@ public static class SimpleCombiner { /// /// Combine a list of triangles into a list of convex polygons. - /// + /// /// Note: This only works on triangles. /// ///The triangles. diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PolygonManipulation/SimplifyTools.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PolygonManipulation/SimplifyTools.cs index bed75e0..be3434b 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PolygonManipulation/SimplifyTools.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PolygonManipulation/SimplifyTools.cs @@ -42,7 +42,7 @@ public static Vertices CollinearSimplify(Vertices vertices, float collinearityTo /// /// Ramer-Douglas-Peucker polygon simplification algorithm. This is the general recursive version that does not use the /// speed-up technique by using the Melkman convex hull. - /// + /// /// If you pass in 0, it will remove all collinear points. /// /// The simplified polygon @@ -254,7 +254,7 @@ public static Vertices ReduceByNth(Vertices vertices, int nth) /// /// Simplify the polygon by removing all points that in pairs of 3 have an area less than the tolerance. - /// + /// /// Pass in 0 as tolerance, and it will only remove collinear points. /// /// diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PolygonManipulation/YuPengClipper.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PolygonManipulation/YuPengClipper.cs index 5da98b3..f12dca3 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PolygonManipulation/YuPengClipper.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/PolygonManipulation/YuPengClipper.cs @@ -42,15 +42,15 @@ public static List Intersect(Vertices polygon1, Vertices polygon2, out } /// - /// Implements "A new algorithm for Boolean operations on general polygons" + /// Implements "A new algorithm for Boolean operations on general polygons" /// available here: http://liama.ia.ac.cn/wiki/_media/user:dong:dong_cg_05.pdf - /// Merges two polygons, a subject and a clip with the specified operation. Polygons may not be + /// Merges two polygons, a subject and a clip with the specified operation. Polygons may not be /// self-intersecting. - /// + /// /// Warning: May yield incorrect results or even crash if polygons contain collinear points. /// /// The subject polygon. - /// The clip polygon, which is added, + /// The clip polygon, which is added, /// substracted or intersected with the subject /// The operation to be performed. Either /// Union, Difference or Intersection. diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/TextureTools/MarchingSquares.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/TextureTools/MarchingSquares.cs index ca58721..f563742 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/TextureTools/MarchingSquares.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/TextureTools/MarchingSquares.cs @@ -265,7 +265,7 @@ public static List DetectSquares(AABB domain, float cellWidth, float c #region Private Methods - //- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + //- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - /** Linearly interpolate between (x0 to x1) given a value at these coordinates (v0 and v1) such as to approximate value(return) = 0 @@ -286,7 +286,7 @@ private static float Lerp(float x0, float x1, float v0, float v1) return x0 + t * (x1 - x0); } - //- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + //- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - /** Recursive linear interpolation for use in marching squares **/ @@ -579,10 +579,10 @@ public bool Remove(T value) } /// - /// pop element from head of list (O(1)) Note: this does not return the object popped! - /// There is good reason to this, and it regards the Alloc list variants which guarantee - /// objects are released to the object pool. You do not want to retrieve an element - /// through pop or else that object may suddenly be used by another piece of code which + /// pop element from head of list (O(1)) Note: this does not return the object popped! + /// There is good reason to this, and it regards the Alloc list variants which guarantee + /// objects are released to the object pool. You do not want to retrieve an element + /// through pop or else that object may suddenly be used by another piece of code which /// retrieves it from the object pool. /// public CxFastListNode Pop() @@ -610,7 +610,7 @@ public CxFastListNode Insert(CxFastListNode node, T value) } /// - /// removes the element pointed to by 'node' with 'prev' being the previous iterator, + /// removes the element pointed to by 'node' with 'prev' being the previous iterator, /// returning an iterator to the element following that of 'node' (O(1)) /// public CxFastListNode Erase(CxFastListNode prev, CxFastListNode node) @@ -678,7 +678,7 @@ public bool Has(T value) return (Find(value) != null); } - // Non CxFastList Methods + // Non CxFastList Methods public CxFastListNode Find(T value) { // start at head diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/TextureTools/TextureConverter.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/TextureTools/TextureConverter.cs index 9c4eecd..c0928c4 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/TextureTools/TextureConverter.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/TextureTools/TextureConverter.cs @@ -518,7 +518,7 @@ public bool InBounds(ref Vector2 coord) // get x-coord of every polygon edge which crosses y xCoords = SearchCrossingEdges(polygon, y); - // We need an even number of crossing edges. + // We need an even number of crossing edges. // It's always a pair of start and end edge: nothing | polygon | hole | polygon | nothing ... // If it's not then don't bother, it's probably a peak ... // ...which should be filtered out by SearchCrossingEdges() anyway. @@ -540,10 +540,10 @@ public bool InBounds(ref Vector2 coord) // In that case the polygon edge doesn't lie on the texture's solid pixel, because of the hull tolearance. // If the edge lies before the first solid pixel then we need to skip our transparent pixel finds. - // The algorithm starts to search for a relevant transparent pixel (which indicates a possible hole) + // The algorithm starts to search for a relevant transparent pixel (which indicates a possible hole) // after it has found a solid pixel. - // After we've found a solid and a transparent pixel (a hole's left edge) + // After we've found a solid and a transparent pixel (a hole's left edge) // we search for a solid pixel again (a hole's right edge). // When found the distance of that coodrinate has to be greater then the hull tolerance. @@ -776,7 +776,7 @@ private List SearchCrossingEdges(Vertices polygon, int y) if (polygon.Count > 2) { // There is a gap between the last and the first vertex in the vertex list. - // We will bridge that by setting the last vertex (vertex2) to the last + // We will bridge that by setting the last vertex (vertex2) to the last // vertex in the list. vertex2 = polygon[polygon.Count - 1]; @@ -802,7 +802,7 @@ private List SearchCrossingEdges(Vertices polygon, int y) nextVertex = polygon[(i + 1) % polygon.Count]; nextSlope = vertex1 - nextVertex; - // Ignore peaks. + // Ignore peaks. // If thwo edges are aligned like this: /\ and the y coordinate lies on the top, // then we get the same x coord twice and we don't need that. if (slope.Y > 0) @@ -912,7 +912,7 @@ private bool SplitPolygonEdge(Vertices polygon, Vector2 coordInsideThePolygon, o } /// - /// + /// /// /// /// diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Vertices.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Vertices.cs index 5c3c335..bae5ad0 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Vertices.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Common/Vertices.cs @@ -275,7 +275,7 @@ public void Scale(ref Vector2 value) /// /// Rotate the vertices with the defined value in radians. - /// + /// /// Warning: Using this method on an active set of vertices of a Body, /// will cause problems with collisions. Use Body.Rotation instead. /// @@ -305,7 +305,7 @@ public void Rotate(float value) /// /// Determines whether the polygon is convex. /// O(n^2) running time. - /// + /// /// Assumptions: /// - The polygon is in counter clockwise order /// - The polygon has no overlapping edges @@ -404,7 +404,7 @@ public bool IsSimple() /// /// Performs a full check, for simplicity, convexity, /// orientation, minimum angle, and volume. - /// + /// /// From Eric Jordan's convex decomposition library /// /// PolygonError.NoError if there were no error. @@ -516,9 +516,9 @@ public int PointInPolygon(ref Vector2 point) } /// - /// Compute the sum of the angles made between the test point and each pair of points making up the polygon. - /// If this sum is 2pi then the point is an interior point, if 0 then the point is an exterior point. - /// ref: http://ozviz.wasp.uwa.edu.au/~pbourke/geometry/insidepoly/ - Solution 2 + /// Compute the sum of the angles made between the test point and each pair of points making up the polygon. + /// If this sum is 2pi then the point is an interior point, if 0 then the point is an exterior point. + /// ref: http://ozviz.wasp.uwa.edu.au/~pbourke/geometry/insidepoly/ - Solution 2 /// public bool PointInPolygonAngle(ref Vector2 point) { diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Controllers/AbstractForceController.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Controllers/AbstractForceController.cs index 4782624..6ec2efb 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Controllers/AbstractForceController.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Controllers/AbstractForceController.cs @@ -9,7 +9,7 @@ public abstract class AbstractForceController : Controller #region DecayModes enum /// - /// Modes for Decay. Actual Decay must be implemented in inheriting + /// Modes for Decay. Actual Decay must be implemented in inheriting /// classes /// public enum DecayModes @@ -43,9 +43,9 @@ public enum ForceTypes /// /// Timing Modes /// Switched: Standard on/off mode using the baseclass enabled property - /// Triggered: When the Trigger() method is called the force is active + /// Triggered: When the Trigger() method is called the force is active /// for a specified Impulse Length - /// Curve: Still to be defined. The basic idea is having a Trigger + /// Curve: Still to be defined. The basic idea is having a Trigger /// combined with a curve for the strength /// public enum TimingModes @@ -68,15 +68,15 @@ public enum TimingModes public ForceTypes ForceType; /// - /// Provided for reuse to provide Variation functionality in + /// Provided for reuse to provide Variation functionality in /// inheriting classes /// protected Random Randomize; /// - /// Curve used by Curve Mode as an animated multiplier for the force + /// Curve used by Curve Mode as an animated multiplier for the force /// strength. - /// Only positions between 0 and 1 are considered as that range is + /// Only positions between 0 and 1 are considered as that range is /// stretched to have ImpulseLength. /// public Curve StrengthCurve; @@ -150,7 +150,7 @@ public AbstractForceController(TimingModes mode) public float MaximumSpeed { get; set; } /// - /// Maximum Force to be applied. As opposed to Maximum Speed this is + /// Maximum Force to be applied. As opposed to Maximum Speed this is /// independent of the velocity of /// the affected body /// @@ -162,7 +162,7 @@ public AbstractForceController(TimingModes mode) public TimingModes TimingMode { get; set; } /// - /// Time of the current impulse. Incremented in update till + /// Time of the current impulse. Incremented in update till /// ImpulseLength is reached /// public float ImpulseTime { get; private set; } @@ -173,7 +173,7 @@ public AbstractForceController(TimingModes mode) public float ImpulseLength { get; set; } /// - /// Indicating if we are currently during an Impulse + /// Indicating if we are currently during an Impulse /// (Triggered and Curve Mode) /// public bool Triggered { get; private set; } @@ -200,12 +200,12 @@ public AbstractForceController(TimingModes mode) public float DecayEnd { get; set; } /// - /// Calculate the Decay for a given body. Meant to ease force - /// development and stick to the DRY principle and provide unified and + /// Calculate the Decay for a given body. Meant to ease force + /// development and stick to the DRY principle and provide unified and /// predictable decay math. /// /// The body to calculate decay for - /// A multiplier to multiply the force with to add decay + /// A multiplier to multiply the force with to add decay /// support in inheriting classes protected float GetDecayMultiplier(Body body) { @@ -313,7 +313,7 @@ public override void Update(float dt) } /// - /// Apply the force supplying strength (wich is modified in Update() + /// Apply the force supplying strength (wich is modified in Update() /// according to the TimingMode /// /// diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Controllers/BuoyancyController.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Controllers/BuoyancyController.cs index 82eb59f..6e93149 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Controllers/BuoyancyController.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Controllers/BuoyancyController.cs @@ -10,7 +10,7 @@ public sealed class BuoyancyController : Controller { /// /// Controls the rotational drag that the fluid exerts on the bodies within it. Use higher values will simulate thick fluid, like honey, lower values to - /// simulate water-like fluids. + /// simulate water-like fluids. /// public float AngularDragCoefficient; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Body.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Body.cs index febc7d8..8603340 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Body.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Body.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ //#define USE_AWAKE_BODY_SET @@ -637,7 +637,7 @@ public Category CollidesWith } /// - /// Body objects can define which categories of bodies they wish to ignore CCD with. + /// Body objects can define which categories of bodies they wish to ignore CCD with. /// This allows certain bodies to be configured to ignore CCD with objects that /// aren't a penetration problem due to the way content has been prepared. /// This is compared against the other Body's fixture CollisionCategories within World.SolveTOI(). diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/ContactManager.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/ContactManager.cs index 12cd38c..21cc84e 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/ContactManager.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/ContactManager.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ //#define USE_ACTIVE_CONTACT_SET diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Contacts/Contact.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Contacts/Contact.cs index dfd0f77..85b776f 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Contacts/Contact.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Contacts/Contact.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ //#define USE_ACTIVE_CONTACT_SET @@ -126,7 +126,7 @@ public class Contact /// contact listener. The contact is only disabled for the current /// time step (or sub-step in continuous collisions). /// NOTE: If you are setting Enabled to a constant true or false, - /// use the explicit Enable() or Disable() functions instead to + /// use the explicit Enable() or Disable() functions instead to /// save the CPU from doing a branch operation. public bool Enabled { get; set; } @@ -368,7 +368,7 @@ internal void Update(ContactManager contactManager) } /// - /// Evaluate this contact with your own manifold and transforms. + /// Evaluate this contact with your own manifold and transforms. /// /// The manifold. /// The first transform. diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Contacts/ContactSolver.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Contacts/ContactSolver.cs index f74937e..cfdbfc2 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Contacts/ContactSolver.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Contacts/ContactSolver.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; @@ -437,17 +437,17 @@ public void SolveVelocityConstraints() // implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases // vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid // solution that satisfies the problem is chosen. - // + // // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i). // // Substitute: - // + // // x = a + d - // + // // a := old total impulse // x := new total impulse - // d := incremental impulse + // d := incremental impulse // // For the current iteration we extend the formula for the incremental impulse // to compute the new total impulse: @@ -513,7 +513,7 @@ public void SolveVelocityConstraints() cp1.normalImpulse = x.X; cp2.normalImpulse = x.Y; -#if B2_DEBUG_SOLVER +#if B2_DEBUG_SOLVER // Postconditions dv1 = vB + MathUtils.Cross(wB, cp1.rB) - vA - MathUtils.Cross(wA, cp1.rA); dv2 = vB + MathUtils.Cross(wB, cp2.rB) - vA - MathUtils.Cross(wA, cp2.rA); @@ -531,7 +531,7 @@ public void SolveVelocityConstraints() // // Case 2: vn1 = 0 and x2 = 0 // - // 0 = a11 * x1 + a12 * 0 + b1' + // 0 = a11 * x1 + a12 * 0 + b1' // vn2 = a21 * x1 + a22 * 0 + b2' // x.X = -cp1.normalMass * b.X; @@ -573,7 +573,7 @@ public void SolveVelocityConstraints() // // Case 3: vn2 = 0 and x1 = 0 // - // vn1 = a11 * 0 + a12 * x2 + b1' + // vn1 = a11 * 0 + a12 * x2 + b1' // 0 = a21 * 0 + a22 * x2 + b2' // x.X = 0.0f; @@ -613,7 +613,7 @@ public void SolveVelocityConstraints() // // Case 4: x1 = 0 and x2 = 0 - // + // // vn1 = b1 // vn2 = b2; x.X = 0.0f; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Fixture.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Fixture.cs index 5983c38..f95d48c 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Fixture.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Fixture.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ //#define USE_IGNORE_CCD_CATEGORIES @@ -162,12 +162,12 @@ internal Fixture(Body body, Shape shape, object userData = null) /// /// Defaults to 0 - /// + /// /// If Settings.UseFPECollisionCategories is set to false: /// Collision groups allow a certain group of objects to never collide (negative) /// or always collide (positive). Zero means no collision group. Non-zero group /// filtering always wins against the mask bits. - /// + /// /// If Settings.UseFPECollisionCategories is set to true: /// If 2 fixtures are in the same collision group, they will not collide. /// @@ -186,7 +186,7 @@ public short CollisionGroup /// /// Defaults to Category.All - /// + /// /// The collision mask bits. This states the categories that this /// fixture would accept for collision. /// Use Settings.UseFPECollisionCategories to change the behavior. @@ -207,10 +207,10 @@ public Category CollidesWith /// /// The collision categories this fixture is a part of. - /// + /// /// If Settings.UseFPECollisionCategories is set to false: /// Defaults to Category.Cat1 - /// + /// /// If Settings.UseFPECollisionCategories is set to true: /// Defaults to Category.All /// diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Island.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Island.cs index 6c4429a..71f7abf 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Island.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Island.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/AngleJoint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/AngleJoint.cs index 29d96e3..204579a 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/AngleJoint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/AngleJoint.cs @@ -70,13 +70,13 @@ public float TargetAngle /// Defaults to 0.2 /// public float BiasFactor { get; set; } - + /// /// Gets or sets the maximum impulse /// Defaults to float.MaxValue /// public float MaxImpulse { get; set; } - + /// /// Gets or sets the softness of the joint /// Defaults to 0 diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/DistanceJoint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/DistanceJoint.cs index e4d1de0..9f71d83 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/DistanceJoint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/DistanceJoint.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; @@ -33,7 +33,7 @@ namespace FarseerPhysics.Dynamics.Joints // x2 = x1 + h * v2 // 1-D mass-damper-spring system - // m (v2 - v1) + h * d * v2 + h * k * + // m (v2 - v1) + h * d * v2 + h * k * // C = norm(p2 - p1) - L // u = (p2 - p1) / norm(p2 - p1) diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/FixedMouseJoint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/FixedMouseJoint.cs index ba7e684..1f1a3cc 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/FixedMouseJoint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/FixedMouseJoint.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System.Diagnostics; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/FrictionJoint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/FrictionJoint.cs index 61ffd35..a043014 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/FrictionJoint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/FrictionJoint.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using FarseerPhysics.Common; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/GearJoint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/GearJoint.cs index 8cd7c5f..f685ac4 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/GearJoint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/GearJoint.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System.Diagnostics; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/Joint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/Joint.cs index 74e8904..4dd4431 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/Joint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/Joint.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/MotorJoint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/MotorJoint.cs index 9c9bf8e..ee5558d 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/MotorJoint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/MotorJoint.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System.Diagnostics; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/PrismaticJoint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/PrismaticJoint.cs index b45a34e..5d06656 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/PrismaticJoint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/PrismaticJoint.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/PulleyJoint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/PulleyJoint.cs index 15d73c1..bff98d5 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/PulleyJoint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/PulleyJoint.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; @@ -44,7 +44,7 @@ namespace FarseerPhysics.Dynamics.Joints /// The pulley supports a ratio such that: /// /// Yes, the force transmitted is scaled by the ratio. - /// + /// /// Warning: the pulley joint can get a bit squirrelly by itself. They often /// work better when combined with prismatic joints. You should also cover the /// the anchor points with static shapes to prevent one side from going to zero length. diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/RevoluteJoint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/RevoluteJoint.cs index fa93c90..7d95904 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/RevoluteJoint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/RevoluteJoint.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; @@ -70,7 +70,7 @@ internal RevoluteJoint() } /// - /// Constructor of RevoluteJoint. + /// Constructor of RevoluteJoint. /// /// The first body. /// The second body. @@ -100,7 +100,7 @@ public RevoluteJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, b } /// - /// Constructor of RevoluteJoint. + /// Constructor of RevoluteJoint. /// /// The first body. /// The second body. diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/RopeJoint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/RopeJoint.cs index 8bcd009..8a7f483 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/RopeJoint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/RopeJoint.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; @@ -38,7 +38,7 @@ namespace FarseerPhysics.Dynamics.Joints /// A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. /// It can be used on ropes that are made up of several connected bodies, and if there is a need to support a heavy body. /// This joint is used for stabiliation of heavy objects on soft constraint joints. - /// + /// /// Warning: if you attempt to change the maximum length during the simulation you will get some non-physical behavior. /// Use the DistanceJoint instead if you want to dynamically control the length. /// diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/WeldJoint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/WeldJoint.cs index 1975d0c..2495d16 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/WeldJoint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/WeldJoint.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; @@ -43,7 +43,7 @@ namespace FarseerPhysics.Dynamics.Joints /// /// A weld joint essentially glues two bodies together. A weld joint may /// distort somewhat because the island constraint solver is approximate. - /// + /// /// The joint is soft constraint based, which means the two bodies will move /// relative to each other, when a force is applied. To combine two bodies /// in a rigid fashion, combine the fixtures to a single body instead. diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/WheelJoint.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/WheelJoint.cs index 9e5a5ae..3ebdf3d 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/WheelJoint.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/Joints/WheelJoint.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/TimeStep.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/TimeStep.cs index 82277b4..c089b90 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/TimeStep.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/TimeStep.cs @@ -1,20 +1,20 @@ /* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using Microsoft.Xna.Framework; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/World.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/World.cs index 840916e..37acc3e 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/World.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/World.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ //#define USE_ACTIVE_CONTACT_SET //#define USE_AWAKE_BODY_SET @@ -455,9 +455,9 @@ private void Solve(ref TimeStep step) #if USE_AWAKE_BODY_SET // If AwakeBodyList is empty, the Island code will not have a chance - // to update the diagnostics timer so reset the timer here. + // to update the diagnostics timer so reset the timer here. Island.JointUpdateTime = 0; - + Debug.Assert(AwakeBodyList.Count == 0); AwakeBodyList.AddRange(AwakeBodySet); @@ -1087,7 +1087,7 @@ public int ProxyCount #endif /// - /// Get the world joint list. + /// Get the world joint list. /// /// The joint list. public List JointList { get; private set; } @@ -1293,7 +1293,7 @@ public void ClearForces() /// /// Query the world for all fixtures that potentially overlap the provided AABB. - /// + /// /// Inside the callback: /// Return true: Continues the query /// Return false: Terminate the query @@ -1330,7 +1330,7 @@ public List QueryAABB(ref AABB aabb) /// Ray-cast the world for all fixtures in the path of the ray. Your callback /// controls whether you get the closest point, any point, or n-points. /// The ray-cast ignores shapes that contain the starting point. - /// + /// /// Inside the callback: /// return -1: ignore this fixture and continue /// return 0: terminate the ray cast diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/WorldCallbacks.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/WorldCallbacks.cs index 8349d89..732ec7b 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/WorldCallbacks.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Dynamics/WorldCallbacks.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using FarseerPhysics.Collision; diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Properties/AssemblyInfo.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Properties/AssemblyInfo.cs index 6b62a83..e4fe027 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Properties/AssemblyInfo.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Properties/AssemblyInfo.cs @@ -1,7 +1,7 @@ using System.Reflection; using System.Runtime.InteropServices; -// General Information about an assembly is controlled through the following +// General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("Farseer Physics Engine")] @@ -13,8 +13,8 @@ [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] @@ -24,11 +24,11 @@ // Version information for an assembly consists of the following four values: // // Major Version -// Minor Version +// Minor Version // Build Number // Revision // -// You can specify all the values or you can default the Revision and Build Numbers +// You can specify all the values or you can default the Revision and Build Numbers // by using the '*' as shown below: [assembly: AssemblyVersion("3.5.0.*")] [assembly: AssemblyFileVersion("3.5.0.*")] diff --git a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Settings.cs b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Settings.cs index 6968d46..b08a79c 100644 --- a/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Settings.cs +++ b/Samples/Shared/FarseerPhysics Source/Farseer Physics Engine 3.5/Settings.cs @@ -1,23 +1,23 @@ /* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist -* +* * Original source Box2D: -* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org -* -* This software is provided 'as-is', without any express or implied -* warranty. In no event will the authors be held liable for any damages -* arising from the use of this software. -* Permission is granted to anyone to use this software for any purpose, -* including commercial applications, and to alter it and redistribute it -* freely, subject to the following restrictions: -* 1. The origin of this software must not be misrepresented; you must not -* claim that you wrote the original software. If you use this software -* in a product, an acknowledgment in the product documentation would be -* appreciated but is not required. -* 2. Altered source versions must be plainly marked as such, and must not be -* misrepresented as being the original software. -* 3. This notice may not be removed or altered from any source distribution. +* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. */ using System; @@ -35,7 +35,7 @@ public static class Settings /// /// If true, all collision callbacks have to return the same value, and agree - /// if there was a collision or not. Swtich this to false to revert to the + /// if there was a collision or not. Swtich this to false to revert to the /// collision agreement used in FPE 3.3.x /// public const bool AllCollisionCallbacksAgree = true; @@ -118,21 +118,21 @@ public static class Settings public static bool UseFPECollisionCategories; /// - /// This is used by the Fixture constructor as the default value + /// This is used by the Fixture constructor as the default value /// for Fixture.CollisionCategories member. Note that you may need to change this depending /// on the setting of UseFPECollisionCategories, above. /// public static Category DefaultFixtureCollisionCategories = Category.Cat1; /// - /// This is used by the Fixture constructor as the default value + /// This is used by the Fixture constructor as the default value /// for Fixture.CollidesWith member. /// public static Category DefaultFixtureCollidesWith = Category.All; /// - /// This is used by the Fixture constructor as the default value + /// This is used by the Fixture constructor as the default value /// for Fixture.IgnoreCCDWith member. /// public static Category DefaultFixtureIgnoreCCDWith = Category.None; diff --git a/Source/Properties/AssemblyInfo.cs b/Source/Properties/AssemblyInfo.cs index eebb224..6f93228 100644 --- a/Source/Properties/AssemblyInfo.cs +++ b/Source/Properties/AssemblyInfo.cs @@ -2,7 +2,7 @@ using System.Runtime.CompilerServices; using System.Runtime.InteropServices; -// General Information about an assembly is controlled through the following +// General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("Penumbra")] @@ -14,8 +14,8 @@ [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] @@ -25,11 +25,11 @@ // Version information for an assembly consists of the following four values: // // Major Version -// Minor Version +// Minor Version // Build Number // Revision // -// You can specify all the values or you can default the Build and Revision Numbers +// You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("1.0.0.0")] diff --git a/Source/Resource.DesktopGL.Designer.cs b/Source/Resource.DesktopGL.Designer.cs index 5192224..6cef4dd 100644 --- a/Source/Resource.DesktopGL.Designer.cs +++ b/Source/Resource.DesktopGL.Designer.cs @@ -10,8 +10,8 @@ namespace Penumbra { using System; - - + + /// /// A strongly-typed resource class, for looking up localized strings, etc. /// @@ -23,15 +23,15 @@ namespace Penumbra { [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] internal class Resource_DesktopGL { - + private static global::System.Resources.ResourceManager resourceMan; - + private static global::System.Globalization.CultureInfo resourceCulture; - + [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] internal Resource_DesktopGL() { } - + /// /// Returns the cached ResourceManager instance used by this class. /// @@ -45,7 +45,7 @@ internal Resource_DesktopGL() { return resourceMan; } } - + /// /// Overrides the current thread's CurrentUICulture property for all /// resource lookups using this strongly typed resource class. @@ -59,7 +59,7 @@ internal Resource_DesktopGL() { resourceCulture = value; } } - + /// /// Looks up a localized resource of type System.Byte[]. /// @@ -69,7 +69,7 @@ internal static byte[] PenumbraHull { return ((byte[])(obj)); } } - + /// /// Looks up a localized resource of type System.Byte[]. /// @@ -79,7 +79,7 @@ internal static byte[] PenumbraLight { return ((byte[])(obj)); } } - + /// /// Looks up a localized resource of type System.Byte[]. /// @@ -89,7 +89,7 @@ internal static byte[] PenumbraShadow { return ((byte[])(obj)); } } - + /// /// Looks up a localized resource of type System.Byte[]. /// diff --git a/Source/Resource.WindowsDX.Designer.cs b/Source/Resource.WindowsDX.Designer.cs index ac8fc54..2887562 100644 --- a/Source/Resource.WindowsDX.Designer.cs +++ b/Source/Resource.WindowsDX.Designer.cs @@ -10,8 +10,8 @@ namespace Penumbra { using System; - - + + /// /// A strongly-typed resource class, for looking up localized strings, etc. /// @@ -23,15 +23,15 @@ namespace Penumbra { [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] internal class Resource_WindowsDX { - + private static global::System.Resources.ResourceManager resourceMan; - + private static global::System.Globalization.CultureInfo resourceCulture; - + [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] internal Resource_WindowsDX() { } - + /// /// Returns the cached ResourceManager instance used by this class. /// @@ -45,7 +45,7 @@ internal Resource_WindowsDX() { return resourceMan; } } - + /// /// Overrides the current thread's CurrentUICulture property for all /// resource lookups using this strongly typed resource class. @@ -59,7 +59,7 @@ internal Resource_WindowsDX() { resourceCulture = value; } } - + /// /// Looks up a localized resource of type System.Byte[]. /// @@ -69,7 +69,7 @@ internal static byte[] PenumbraHull { return ((byte[])(obj)); } } - + /// /// Looks up a localized resource of type System.Byte[]. /// @@ -79,7 +79,7 @@ internal static byte[] PenumbraLight { return ((byte[])(obj)); } } - + /// /// Looks up a localized resource of type System.Byte[]. /// @@ -89,7 +89,7 @@ internal static byte[] PenumbraShadow { return ((byte[])(obj)); } } - + /// /// Looks up a localized resource of type System.Byte[]. ///