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Add second body anchor point to FrictionJoint/WeldJoint constructors
--HG-- branch : box2d-update
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@@ -215,19 +215,23 @@ namespace box2d
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/**
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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 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 collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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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 xA, float yA, float xB, float yB, bool collideConnected);
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/**
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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 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 collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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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 xA, float yA, float xB, float yB, bool collideConnected);
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/**
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* Creates a new WheelJoint connecting body1 with body2.
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