chore: converted PhysicsMaterial2D's to classes and renamed Default to be ReadOnly
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@@ -1,7 +1,7 @@
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namespace Engine.Physics2D;
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public readonly struct PhysicsMaterial2D(float Friction, float Restitution) : IPhysicsMaterial2D
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public class PhysicsMaterial2D(float Friction, float Restitution) : IPhysicsMaterial2D
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{
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public readonly float Friction { get; init; } = Friction;
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public readonly float Restitution { get; init; } = Restitution;
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public float Friction { get; set; } = Friction;
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public float Restitution { get; set; } = Restitution;
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}
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@@ -1,8 +0,0 @@
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namespace Engine.Physics2D;
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public readonly struct PhysicsMaterial2DDefault : IPhysicsMaterial2D
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{
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public readonly float Friction => .1f;
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public readonly float Restitution => .1f;
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}
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9
Engine.Physics2D/ReadOnlyPhysicsMaterial2D.cs
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9
Engine.Physics2D/ReadOnlyPhysicsMaterial2D.cs
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@@ -0,0 +1,9 @@
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namespace Engine.Physics2D;
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public readonly struct ReadOnlyPhysicsMaterial2D(float Friction, float Restitution) : IPhysicsMaterial2D
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{
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public readonly float Friction { get; } = Friction;
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public readonly float Restitution { get; } = Restitution;
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public readonly static ReadOnlyPhysicsMaterial2D Default = new(.1f, .1f);
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}
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@@ -6,7 +6,7 @@ public class RigidBody2D : Behaviour2D, IRigidBody2D
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{
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private const float LOWEST_ALLOWED_MASS = 0.00001f;
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public IPhysicsMaterial2D Material { get; set; } = new PhysicsMaterial2DDefault();
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public IPhysicsMaterial2D Material { get; set; } = ReadOnlyPhysicsMaterial2D.Default;
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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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