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Update to box2d 2.4.1
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@@ -23,143 +23,123 @@
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#ifndef B2_SETTINGS_H
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#define B2_SETTINGS_H
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#include <stddef.h>
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#include <assert.h>
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#include <float.h>
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void loveAssert(bool test, const char* teststr);
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#if !defined(NDEBUG)
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#define b2DEBUG
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#endif
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#define B2_NOT_USED(x) ((void)(x))
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//#define b2Assert(A) assert(A)
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#define b2Assert(A) loveAssert((A), #A)
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typedef signed char int8;
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typedef signed short int16;
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typedef signed int int32;
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typedef unsigned char uint8;
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typedef unsigned short uint16;
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typedef unsigned int uint32;
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#define b2_maxFloat FLT_MAX
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#define b2_epsilon FLT_EPSILON
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#define b2_pi 3.14159265359f
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#include "b2_types.h"
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#include "b2_api.h"
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/// @file
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/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
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/// Settings that can be overriden for your application
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///
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// Collision
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/// Define this macro in your build if you want to override settings
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#ifdef B2_USER_SETTINGS
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/// The maximum number of contact points between two convex shapes. Do
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/// not change this value.
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#define b2_maxManifoldPoints 2
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/// This is a user file that includes custom definitions of the macros, structs, and functions
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/// defined below.
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#include "b2_user_settings.h"
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#else
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#include <stdarg.h>
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#include <stdint.h>
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// Tunable Constants
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/// You can use this to change the length scale used by your game.
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/// For example for inches you could use 39.4.
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#define b2_lengthUnitsPerMeter 1.0f
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/// The maximum number of vertices on a convex polygon. You cannot increase
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/// this too much because b2BlockAllocator has a maximum object size.
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#define b2_maxPolygonVertices 8
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/// This is used to fatten AABBs in the dynamic tree. This allows proxies
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/// to move by a small amount without triggering a tree adjustment.
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/// This is in meters.
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#define b2_aabbExtension 0.1f
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// User data
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/// This is used to fatten AABBs in the dynamic tree. This is used to predict
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/// the future position based on the current displacement.
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/// This is a dimensionless multiplier.
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#define b2_aabbMultiplier 4.0f
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/// You can define this to inject whatever data you want in b2Body
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struct B2_API b2BodyUserData
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{
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b2BodyUserData()
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{
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pointer = 0;
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}
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/// A small length used as a collision and constraint tolerance. Usually it is
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/// chosen to be numerically significant, but visually insignificant.
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#define b2_linearSlop 0.005f
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/// For legacy compatibility
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uintptr_t pointer;
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};
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/// A small angle used as a collision and constraint tolerance. Usually it is
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/// chosen to be numerically significant, but visually insignificant.
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#define b2_angularSlop (2.0f / 180.0f * b2_pi)
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/// You can define this to inject whatever data you want in b2Fixture
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struct B2_API b2FixtureUserData
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{
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b2FixtureUserData()
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{
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pointer = 0;
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}
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/// The radius of the polygon/edge shape skin. This should not be modified. Making
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/// this smaller means polygons will have an insufficient buffer for continuous collision.
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/// Making it larger may create artifacts for vertex collision.
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#define b2_polygonRadius (2.0f * b2_linearSlop)
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/// For legacy compatibility
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uintptr_t pointer;
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};
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/// Maximum number of sub-steps per contact in continuous physics simulation.
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#define b2_maxSubSteps 8
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/// You can define this to inject whatever data you want in b2Joint
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struct B2_API b2JointUserData
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{
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b2JointUserData()
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{
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pointer = 0;
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}
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// Dynamics
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/// Maximum number of contacts to be handled to solve a TOI impact.
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#define b2_maxTOIContacts 32
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/// A velocity threshold for elastic collisions. Any collision with a relative linear
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/// velocity below this threshold will be treated as inelastic.
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#define b2_velocityThreshold 1.0f
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/// The maximum linear position correction used when solving constraints. This helps to
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/// prevent overshoot.
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#define b2_maxLinearCorrection 0.2f
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/// The maximum angular position correction used when solving constraints. This helps to
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/// prevent overshoot.
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#define b2_maxAngularCorrection (8.0f / 180.0f * b2_pi)
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/// The maximum linear velocity of a body. This limit is very large and is used
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/// to prevent numerical problems. You shouldn't need to adjust this.
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#define b2_maxTranslation 2.0f
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#define b2_maxTranslationSquared (b2_maxTranslation * b2_maxTranslation)
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/// The maximum angular velocity of a body. This limit is very large and is used
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/// to prevent numerical problems. You shouldn't need to adjust this.
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#define b2_maxRotation (0.5f * b2_pi)
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#define b2_maxRotationSquared (b2_maxRotation * b2_maxRotation)
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/// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
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/// that overlap is removed in one time step. However using values close to 1 often lead
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/// to overshoot.
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#define b2_baumgarte 0.2f
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#define b2_toiBaumgarte 0.75f
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// Sleep
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/// The time that a body must be still before it will go to sleep.
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#define b2_timeToSleep 0.5f
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/// A body cannot sleep if its linear velocity is above this tolerance.
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#define b2_linearSleepTolerance 0.01f
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/// A body cannot sleep if its angular velocity is above this tolerance.
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#define b2_angularSleepTolerance (2.0f / 180.0f * b2_pi)
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/// For legacy compatibility
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uintptr_t pointer;
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};
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// Memory Allocation
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/// Default allocation functions
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B2_API void* b2Alloc_Default(int32 size);
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B2_API void b2Free_Default(void* mem);
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/// Implement this function to use your own memory allocator.
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void* b2Alloc(int32 size);
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inline void* b2Alloc(int32 size)
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{
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return b2Alloc_Default(size);
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}
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/// If you implement b2Alloc, you should also implement this function.
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void b2Free(void* mem);
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/// Logging function.
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void b2Log(const char* string, ...);
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/// Dump to a file. Only one dump file allowed at a time.
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void b2OpenDump(const char* fileName);
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void b2Dump(const char* string, ...);
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void b2CloseDump();
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/// Version numbering scheme.
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/// See http://en.wikipedia.org/wiki/Software_versioning
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struct b2Version
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inline void b2Free(void* mem)
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{
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int32 major; ///< significant changes
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int32 minor; ///< incremental changes
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int32 revision; ///< bug fixes
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};
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b2Free_Default(mem);
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}
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/// Current version.
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extern b2Version b2_version;
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/// Default logging function
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B2_API void b2Log_Default(const char* string, va_list args);
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/// Implement this to use your own logging.
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inline void b2Log(const char* string, ...)
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{
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va_list args;
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va_start(args, string);
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b2Log_Default(string, args);
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va_end(args);
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}
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#endif // B2_USER_SETTINGS
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void loveAssert(bool test, const char* teststr);
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#define b2Assert(A) loveAssert((A), #A)
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namespace love {
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namespace physics {
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namespace box2d {
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struct bodyudata;
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struct fixtureudata;
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struct jointudata;
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}
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}
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}
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#define b2BodyUserData love::physics::box2d::bodyudata*
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#define b2FixtureUserData love::physics::box2d::fixtureudata*
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#define b2JointUserData love::physics::box2d::jointudata*
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#include "b2_common.h"
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#endif
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