Rename Physics2D to ChipmunkPhysics2D
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Jérôme Leclercq
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include/Nazara/ChipmunkPhysics2D/ChipmunkConstraint2D.hpp
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include/Nazara/ChipmunkPhysics2D/ChipmunkConstraint2D.hpp
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// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Physics2D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_CHIPMUNKPHYSICS2D_CONSTRAINT2D_HPP
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#define NAZARA_CHIPMUNKPHYSICS2D_CONSTRAINT2D_HPP
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/Core/HandledObject.hpp>
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#include <Nazara/Core/ObjectHandle.hpp>
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#include <Nazara/Math/Angle.hpp>
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#include <Nazara/ChipmunkPhysics2D/Config.hpp>
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#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysWorld2D.hpp>
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#include <Nazara/ChipmunkPhysics2D/ChipmunkRigidBody2D.hpp>
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#include <NazaraUtils/MovablePtr.hpp>
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#include <vector>
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struct cpConstraint;
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namespace Nz
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{
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class ChipmunkConstraint2D;
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using ChipmunkConstraint2DHandle = ObjectHandle<ChipmunkConstraint2D>;
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class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkConstraint2D : public HandledObject<ChipmunkConstraint2D>
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{
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public:
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ChipmunkConstraint2D(const ChipmunkConstraint2D&) = delete;
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ChipmunkConstraint2D(ChipmunkConstraint2D&& rhs);
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virtual ~ChipmunkConstraint2D();
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void EnableBodyCollision(bool enable);
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ChipmunkRigidBody2D& GetBodyA();
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const ChipmunkRigidBody2D& GetBodyA() const;
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ChipmunkRigidBody2D& GetBodyB();
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const ChipmunkRigidBody2D& GetBodyB() const;
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float GetErrorBias() const;
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float GetLastImpulse() const;
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float GetMaxBias() const;
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float GetMaxForce() const;
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ChipmunkPhysWorld2D& GetWorld();
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const ChipmunkPhysWorld2D& GetWorld() const;
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bool IsBodyCollisionEnabled() const;
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void SetErrorBias(float bias);
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void SetMaxBias(float bias);
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void SetMaxForce(float force);
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ChipmunkConstraint2D& operator=(const ChipmunkConstraint2D&) = delete;
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ChipmunkConstraint2D& operator=(ChipmunkConstraint2D&& rhs);
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protected:
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ChipmunkConstraint2D(ChipmunkPhysWorld2D* world, cpConstraint* constraint);
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MovablePtr<cpConstraint> m_constraint;
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};
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class ChipmunkDampedSpringConstraint2D;
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using ChipmunkDampedSpringConstraint2DHandle = ObjectHandle<ChipmunkDampedSpringConstraint2D>;
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class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkDampedSpringConstraint2D : public ChipmunkConstraint2D
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{
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public:
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ChipmunkDampedSpringConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float restLength, float stiffness, float damping);
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~ChipmunkDampedSpringConstraint2D() = default;
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float GetDamping() const;
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Vector2f GetFirstAnchor() const;
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float GetRestLength() const;
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Vector2f GetSecondAnchor() const;
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float GetStiffness() const;
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void SetDamping(float newDamping);
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void SetFirstAnchor(const Vector2f& firstAnchor);
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void SetRestLength(float newLength);
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void SetSecondAnchor(const Vector2f& firstAnchor);
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void SetStiffness(float newStiffness);
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};
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class ChipmunkDampedRotarySpringConstraint2D;
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using ChipmunkDampedRotarySpringConstraint2DHandle = ObjectHandle<ChipmunkDampedRotarySpringConstraint2D>;
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class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkDampedRotarySpringConstraint2D : public ChipmunkConstraint2D
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{
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public:
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ChipmunkDampedRotarySpringConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const RadianAnglef& restAngle, float stiffness, float damping);
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~ChipmunkDampedRotarySpringConstraint2D() = default;
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float GetDamping() const;
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RadianAnglef GetRestAngle() const;
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float GetStiffness() const;
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void SetDamping(float newDamping);
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void SetRestAngle(const RadianAnglef& newAngle);
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void SetStiffness(float newStiffness);
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};
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class ChipmunkGearConstraint2D;
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using ChipmunkGearConstraint2DHandle = ObjectHandle<ChipmunkGearConstraint2D>;
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class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkGearConstraint2D : public ChipmunkConstraint2D
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{
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public:
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ChipmunkGearConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, float phase, float ratio);
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~ChipmunkGearConstraint2D() = default;
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float GetPhase() const;
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float GetRatio() const;
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void SetPhase(float phase);
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void SetRatio(float ratio);
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};
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class ChipmunkMotorConstraint2D;
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using ChipmunkMotorConstraint2DHandle = ObjectHandle<ChipmunkMotorConstraint2D>;
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class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkMotorConstraint2D : public ChipmunkConstraint2D
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{
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public:
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ChipmunkMotorConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, float rate);
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~ChipmunkMotorConstraint2D() = default;
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float GetRate() const;
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void SetRate(float rate);
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};
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class ChipmunkPinConstraint2D;
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using ChipmunkPinConstraint2DHandle = ObjectHandle<ChipmunkPinConstraint2D>;
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class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkPinConstraint2D : public ChipmunkConstraint2D
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{
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public:
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ChipmunkPinConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
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~ChipmunkPinConstraint2D() = default;
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float GetDistance() const;
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Vector2f GetFirstAnchor() const;
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Vector2f GetSecondAnchor() const;
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void SetDistance(float newDistance);
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void SetFirstAnchor(const Vector2f& firstAnchor);
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void SetSecondAnchor(const Vector2f& firstAnchor);
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};
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class ChipmunkPivotConstraint2D;
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using ChipmunkPivotConstraint2DHandle = ObjectHandle<ChipmunkPivotConstraint2D>;
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class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkPivotConstraint2D : public ChipmunkConstraint2D
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{
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public:
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ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& anchor);
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ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
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~ChipmunkPivotConstraint2D() = default;
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Vector2f GetFirstAnchor() const;
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Vector2f GetSecondAnchor() const;
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void SetFirstAnchor(const Vector2f& firstAnchor);
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void SetSecondAnchor(const Vector2f& firstAnchor);
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};
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class ChipmunkRatchetConstraint2D;
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using ChipmunkRatchetConstraint2DHandle = ObjectHandle<ChipmunkRatchetConstraint2D>;
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class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkRatchetConstraint2D : public ChipmunkConstraint2D
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{
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public:
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ChipmunkRatchetConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, float phase, float ratchet);
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~ChipmunkRatchetConstraint2D() = default;
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RadianAnglef GetAngle() const;
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float GetPhase() const;
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float GetRatchet() const;
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void SetAngle(const RadianAnglef& angle);
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void SetPhase(float phase);
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void SetRatchet(float ratchet);
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};
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class ChipmunkRotaryLimitConstraint2D;
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using ChipmunkRotaryLimitConstraint2DHandle = ObjectHandle<ChipmunkRotaryLimitConstraint2D>;
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class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkRotaryLimitConstraint2D : public ChipmunkConstraint2D
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{
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public:
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ChipmunkRotaryLimitConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const RadianAnglef& minAngle, const RadianAnglef& maxAngle);
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~ChipmunkRotaryLimitConstraint2D() = default;
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RadianAnglef GetMaxAngle() const;
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RadianAnglef GetMinAngle() const;
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void SetMaxAngle(const RadianAnglef& maxAngle);
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void SetMinAngle(const RadianAnglef& minAngle);
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};
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class ChipmunkSlideConstraint2D;
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using ChipmunkSlideConstraint2DHandle = ObjectHandle<ChipmunkSlideConstraint2D>;
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class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkSlideConstraint2D : public ChipmunkConstraint2D
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{
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public:
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ChipmunkSlideConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float min, float max);
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~ChipmunkSlideConstraint2D() = default;
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Vector2f GetFirstAnchor() const;
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float GetMaxDistance() const;
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float GetMinDistance() const;
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Vector2f GetSecondAnchor() const;
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void SetFirstAnchor(const Vector2f& firstAnchor);
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void SetMaxDistance(float newMaxDistance);
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void SetMinDistance(float newMinDistance);
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void SetSecondAnchor(const Vector2f& firstAnchor);
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};
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}
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#include <Nazara/ChipmunkPhysics2D/ChipmunkConstraint2D.inl>
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#endif // NAZARA_CHIPMUNKPHYSICS2D_CONSTRAINT2D_HPP
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