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/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#if !defined(AFX_DGUSERCONSTRAINT_H__97A0E0E3_C511_4761_9346_BAEC6E6322BA__INCLUDED_)
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#define AFX_DGUSERCONSTRAINT_H__97A0E0E3_C511_4761_9346_BAEC6E6322BA__INCLUDED_
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#include "dgBilateralConstraint.h"
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//class dgWorld;
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class dgUserConstraint: public dgBilateralConstraint {
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public:
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protected:
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virtual dgUnsigned32 JacobianDerivative(dgContraintDescritor ¶ms) = 0;
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dgUserConstraint(dgWorld *const manager, dgBody *const dyn0, dgBody *const dyn1, dgInt32 constraintID);
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virtual void GetInfo(dgConstraintInfo *const info) const;
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virtual ~dgUserConstraint();
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};
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#endif // !defined(AFX_DGUSERCONSTRAINT_H__97A0E0E3_C511_4761_9346_BAEC6E6322BA__INCLUDED_)
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