Opaque cpConstraint struct. More...
#include <cpConstraint.h>
Public Attributes | |
cpBody * | a |
The first body connected to this constraint. | |
cpBody * | b |
The second body connected to this constraint. | |
cpFloat | maxForce |
The maximum force that this constraint is allowed to use. | |
cpFloat | errorBias |
The rate at which joint error is corrected. | |
cpFloat | maxBias |
The maximum rate at which joint error is corrected. | |
cpConstraintPreSolveFunc | preSolve |
Function called before the solver runs. | |
cpConstraintPostSolveFunc | postSolve |
Function called after the solver runs. | |
cpDataPointer | data |
User definable data pointer. |
Opaque cpConstraint struct.
User definable data pointer.
Generally this points to your the game object class so you can access it when given a cpConstraint reference in a callback.
cpFloat cpConstraint::errorBias |
The rate at which joint error is corrected.
Defaults to pow(1.0 - 0.1, 60.0) meaning that it will correct 10% of the error every 1/60th of a second.
cpFloat cpConstraint::maxBias |
The maximum rate at which joint error is corrected.
Defaults to infinity.
cpFloat cpConstraint::maxForce |
The maximum force that this constraint is allowed to use.
Defaults to infinity.
Function called after the solver runs.
Use the applied impulse to perform effects like breakable joints.
Function called before the solver runs.
Animate your joint anchors, update your motor torque, etc.