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PR clean-up.
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Nu/Nu/Physics/PhysicsEngine.fs

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@@ -98,33 +98,43 @@ type [<NoEquality; NoComparison>] BodyUserObject =
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Constants.PrettyPrinter.DefaultThresholdMin,
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Constants.PrettyPrinter.SimpleThresholdMax)>]
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type Substance =
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/// Density is calculated from dividing constant mass by volume.
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| Mass of Mass : single
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/// Mass is calculated from multiplying constant density with volume.
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/// Mass is calculated from multiplying constant density with volume (may be approximate).
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| Density of Density : single
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/// Describe the form of collision detection to use.
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type CollisionDetection =
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/// Use discrete collision detection.
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/// This is the fastest form of collision detection, but fast-moving objects may tunnel through other
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/// objects without detecting a collision.
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| Discontinuous
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/// Use continuous collision detection.
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/// This form of collision detection is slower, but fast-moving objects will not tunnel through other
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/// objects without detecting a collision.
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| Continuous
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/// Describes the physical profile of a complex body.
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type Profile =
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/// A convex shape.
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/// This shape is defined by a body that forms a convex hull.
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/// Moderately efficient but accurate enough for many cases.
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| Convex
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/// A concave shape.
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/// This shape is defined by a body may form a concave hull.
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// TODO: Should this case be specified to require points to be formatted as groups of 3 to form triangles even for user defined 2D and 3D engines?
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/// Least efficient but often more accurate.
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/// TODO: should this case be specified to require points to be formatted as groups of 3 to form triangles even for user-defined 2D and 3D engines?
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| Concave
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/// A simplified axis-aligned bounds.
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/// This shape is defined by a bounding box around a body.
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/// Most efficient but least accurate.
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| Bounds
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/// The shape of a physics body box.

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