Chipmunk2D Pro API Reference
7.0.1
|
Pivot joints hold two points on two bodies together allowing them to rotate freely around the pivot. More...
#import <ChipmunkConstraint.h>
Inherits ChipmunkConstraint.
Instance Methods | |
(id) | - initWithBodyA:bodyB:anchorA:anchorB: |
Initialize a pivot joint between the two bodies with the two anchor points. More... | |
(id) | - initWithBodyA:bodyB:pivot: |
Initialize a pivot joint between the two bodies by calculating the anchor points from the pivot point given in absolute coordinates. | |
Instance Methods inherited from ChipmunkConstraint | |
(void) | - preSolve: |
Override this method to update a constraints parameters just before running the physics each step. | |
(void) | - postSolve: |
Override this method to poll values from a constraint each frame after the physics runs. More... | |
Class Methods | |
(ChipmunkPivotJoint *) | + pivotJointWithBodyA:bodyB:anchorA:anchorB: |
Create an autoreleased pivot joint between the two bodies with the two anchor points. More... | |
(ChipmunkPivotJoint *) | + pivotJointWithBodyA:bodyB:pivot: |
Create an autoreleased pivot joint between the two bodies by calculating the anchor points from the pivot point given in absolute coordinates. | |
Class Methods inherited from ChipmunkConstraint | |
(ChipmunkConstraint *) | + constraintFromCPConstraint: |
Get the ChipmunkConstraint object associciated with a cpConstraint pointer. More... | |
Properties | |
cpVect | anchorA |
The anchor point on the first body. | |
cpVect | anchorB |
The anchor point on the second body. | |
Properties inherited from ChipmunkConstraint | |
cpConstraint * | constraint |
Returns a pointer to the underlying cpConstraint C struct. | |
ChipmunkBody * | bodyA |
The first ChipmunkBody the constraint controls. | |
ChipmunkBody * | bodyB |
The second ChipmunkBody the constraint controls. | |
cpFloat | maxForce |
Maximum force this constraint is allowed to use (defalts to infinity). More... | |
cpFloat | errorBias |
The rate at which joint error is corrected. More... | |
cpFloat | maxBias |
Maximum rate (speed) that a joint can be corrected at (defaults to infinity). More... | |
BOOL | collideBodies |
Whether or not the connected bodies should checked for collisions. More... | |
cpFloat | impulse |
Get the most recent impulse applied by this constraint. | |
ChipmunkSpace * | space |
Get the space the body is added to. | |
id | userData |
An object that this constraint is associated with. More... | |
Pivot joints hold two points on two bodies together allowing them to rotate freely around the pivot.
- (id) initWithBodyA: | (ChipmunkBody *) | a | |
bodyB: | (ChipmunkBody *) | b | |
anchorA: | (cpVect) | anchorA | |
anchorB: | (cpVect) | anchorB | |
Initialize a pivot joint between the two bodies with the two anchor points.
Make sure you have the bodies in the right place as the joint will fix itself as soon as you start simulating the space.
+ (ChipmunkPivotJoint *) pivotJointWithBodyA: | (ChipmunkBody *) | a | |
bodyB: | (ChipmunkBody *) | b | |
anchorA: | (cpVect) | anchorA | |
anchorB: | (cpVect) | anchorB | |
Create an autoreleased pivot joint between the two bodies with the two anchor points.
Make sure you have the bodies in the right place as the joint will fix itself as soon as you start simulating the space.