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Do the same for WheelJoint
--HG-- branch : box2d-update
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@@ -231,13 +231,15 @@ namespace box2d
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/**
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* Creates a new WheelJoint connecting body1 with body2.
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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 xA Anchor for body 1 along the x-axis. (World coordinates)
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* @param yA Anchor for body 1 along the y-axis. (World coordinates)
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* @param xB Anchor for body 2 along the x-axis. (World coordinates)
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* @param yB Anchor for body 2 along the y-axis. (World coordinates)
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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 collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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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 xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
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/**
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* Creates a new RopeJoint connecting body1 with body2.
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