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Documented collideConnected flag
--HG-- branch : box2d-update
This commit is contained in:
@@ -157,6 +157,7 @@ namespace box2d
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* @param y1 Anchor1 along the y-axis. (World coordinates)
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* @param y1 Anchor1 along the y-axis. (World coordinates)
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* @param x2 Anchor2 along the x-axis. (World coordinates)
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* @param x2 Anchor2 along the x-axis. (World coordinates)
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* @param y2 Anchor2 along the y-axis. (World coordinates)
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* @param y2 Anchor2 along the y-axis. (World coordinates)
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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**/
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DistanceJoint * newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected);
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DistanceJoint * newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected);
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@@ -171,6 +172,7 @@ namespace box2d
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* Creates a new RevoluteJoint connecting body1 with body2.
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* Creates a new RevoluteJoint connecting body1 with body2.
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* @param x Anchor along the x-axis. (World coordinates)
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* @param x Anchor along the x-axis. (World coordinates)
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* @param y Anchor along the y-axis. (World coordinates)
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* @param y Anchor along the y-axis. (World coordinates)
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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**/
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RevoluteJoint * newRevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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RevoluteJoint * newRevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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@@ -180,6 +182,7 @@ namespace box2d
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* @param y World-anchor along the y-axis.
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* @param y World-anchor along the y-axis.
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* @param ax The x-component of the world-axis.
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* @param ax The x-component of the world-axis.
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* @param ay The y-component of the world-axis.
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* @param ay The y-component of the world-axis.
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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**/
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PrismaticJoint * newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
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PrismaticJoint * newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
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@@ -190,6 +193,7 @@ namespace box2d
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* @param anchor1 World anchor on body1.
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* @param anchor1 World anchor on body1.
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* @param anchor2 World anchor on body2.
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* @param anchor2 World anchor on body2.
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* @param ratio The pulley ratio.
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* @param ratio The pulley ratio.
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to true.
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**/
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**/
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PulleyJoint * newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected);
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PulleyJoint * newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected);
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@@ -198,6 +202,7 @@ namespace box2d
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* @param joint1 The first joint.
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* @param joint1 The first joint.
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* @param joint2 The second joint.
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* @param joint2 The second joint.
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* @param ratio The gear ratio.
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* @param ratio The gear ratio.
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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**/
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GearJoint * newGearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected);
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GearJoint * newGearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected);
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@@ -205,6 +210,7 @@ namespace box2d
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* Creates a new FrictionJoint connecting body1 with body2.
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* Creates a new FrictionJoint connecting body1 with body2.
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* @param x Anchor along the x-axis. (World coordinates)
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* @param x Anchor along the x-axis. (World coordinates)
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* @param y Anchor along the y-axis. (World coordinates)
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* @param y Anchor along the y-axis. (World coordinates)
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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**/
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FrictionJoint * newFrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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FrictionJoint * newFrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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@@ -212,6 +218,7 @@ namespace box2d
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* Creates a new WeldJoint connecting body1 with body2.
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* Creates a new WeldJoint connecting body1 with body2.
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* @param x Anchor along the x-axis. (World coordinates)
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* @param x Anchor along the x-axis. (World coordinates)
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* @param y Anchor along the y-axis. (World coordinates)
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* @param y Anchor along the y-axis. (World coordinates)
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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**/
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WeldJoint * newWeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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WeldJoint * newWeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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@@ -221,6 +228,7 @@ namespace box2d
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* @param y Anchor along the y-axis. (World coordinates)
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* @param y Anchor along the y-axis. (World coordinates)
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* @param ax The x-component of the world-axis.
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* @param ax The x-component of the world-axis.
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* @param ay The y-component of the world-axis.
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* @param ay The y-component of the world-axis.
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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**/
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WheelJoint * newWheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
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WheelJoint * newWheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
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@@ -231,6 +239,7 @@ namespace box2d
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* @param x2 Anchor2 along the x-axis. (Local coordinates)
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* @param x2 Anchor2 along the x-axis. (Local coordinates)
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* @param y2 Anchor2 along the y-axis. (Local coordinates)
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* @param y2 Anchor2 along the y-axis. (Local coordinates)
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* @param maxLength The maximum distance for the bodies.
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* @param maxLength The maximum distance for the bodies.
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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**/
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RopeJoint * newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected);
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RopeJoint * newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected);
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