Connects two bodies at given offset points, letting them rotate relative to each other around this point.
The pivot points are given in world (pixel) coordinates.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
world | Phaser.Physics.P2 | A reference to the P2 World. | ||
bodyA | p2.Body | First connected body. | ||
pivotA | Float32Array | The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32]. | ||
bodyB | p2.Body | Second connected body. | ||
pivotB | Float32Array | The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32]. | ||
maxForce | number | <optional> | 0 | The maximum force that should be applied to constrain the bodies. |
worldPivot | Float32Array | <optional> | null | A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value. |
Local reference to game.
Local reference to P2 World.
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Physics.P2.RevoluteConstraint.html