anchor.diff:              | _ -> warpRigidBody (Vector3 (rBody.WorldPosition + velocity, z)) rBody eng
           | _ -> ()
   
  -
       let moveRigidBody (position: Vector3) (rBody: RigidBody) eng =
           let pos = Vector2 (position.X, position.Y)
           let velocity = (pos - rBody.WorldPosition)
  
positive.code:     [<Literal>] 
      let padding = 0.1f
  
      let rec moveRigidBodyf (originalVelocity: Vector2) (rtime: float32) (velocity: Vector2) (z: float32) (rBody: RigidBody) eng =
          if velocity = Vector2.Zero then ()
          else
  
negative.code:                         nope <- true
                          1.f
                      else
                          let p = seg.A
                          let r = (seg.B - p)
                          let q = point
                          let s = velocity
                          findIntersectionTime p r q s
  
                  let findShortestHitTime () =
                      [
  