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Update to box2d 2.4.1
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@@ -23,13 +23,14 @@
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#ifndef B2_PULLEY_JOINT_H
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#define B2_PULLEY_JOINT_H
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#include "b2_api.h"
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#include "b2_joint.h"
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const float b2_minPulleyLength = 2.0f;
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/// Pulley joint definition. This requires two ground anchors,
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/// two dynamic body anchor points, and a pulley ratio.
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struct b2PulleyJointDef : public b2JointDef
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struct B2_API b2PulleyJointDef : public b2JointDef
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{
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b2PulleyJointDef()
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{
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@@ -80,7 +81,7 @@ struct b2PulleyJointDef : public b2JointDef
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/// work better when combined with prismatic joints. You should also cover the
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/// the anchor points with static shapes to prevent one side from going to
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/// zero length.
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class b2PulleyJoint : public b2Joint
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class B2_API b2PulleyJoint : public b2Joint
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{
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public:
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b2Vec2 GetAnchorA() const override;
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@@ -129,7 +130,7 @@ protected:
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b2Vec2 m_groundAnchorB;
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float m_lengthA;
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float m_lengthB;
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// Solver shared
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b2Vec2 m_localAnchorA;
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b2Vec2 m_localAnchorB;
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