feat: Default Physic Materials
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using Syntriax.Engine.Physics2D.Abstract;
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namespace Syntriax.Engine.Physics2D;
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public record PhysicsMaterial2D(float Friction, float Restitution) : IPhysicsMaterial2D { }
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namespace Syntriax.Engine.Physics2D;
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public record PhysicsMaterial2DDefault : PhysicsMaterial2D
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{
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public PhysicsMaterial2DDefault() : base(.1f, .1f) { }
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}
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using System;
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using System;
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using Microsoft.Xna.Framework;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Physics2D.Abstract;
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using Syntriax.Engine.Physics2D.Abstract;
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@ -13,11 +11,12 @@ public class RigidBody2D : BehaviourOverride, IRigidBody2D
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public Action<IAssignableTransform>? OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
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public Action<IAssignableTransform>? OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
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public IPhysicsMaterial2D Material { get; set; } = null!;
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public IPhysicsMaterial2D Material { get; set; } = new PhysicsMaterial2DDefault();
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public Vector2D Velocity { get; set; } = Vector2D.Zero;
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public Vector2D Velocity { get; set; } = Vector2D.Zero;
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public float AngularVelocity { get; set; } = 0f;
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public float AngularVelocity { get; set; } = 0f;
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public float Mass { get; set; } = 0f;
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public float Mass { get; set; } = 0f;
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ITransform IAssignableTransform.Transform => Transform;
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ITransform IAssignableTransform.Transform => Transform;
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