Chipmunk Pro API Reference  6.1.3
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ChipmunkPivotJoint Class Reference

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:anchr1:anchr2:
 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.
 

Class Methods

(ChipmunkPivotJoint *) + pivotJointWithBodyA:bodyB:anchr1:anchr2:
 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 anchr1
 The anchor point on the first body.
 
cpVect anchr2
 The anchor point on the second body.
 
- Properties inherited from ChipmunkConstraint
cpConstraintconstraint
 Returns a pointer to the underlying cpConstraint C struct.
 
ChipmunkBodybodyA
 The first ChipmunkBody the constraint controls.
 
ChipmunkBodybodyB
 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...
 
id data
 An object that this constraint is associated with. More...
 

Detailed Description

Pivot joints hold two points on two bodies together allowing them to rotate freely around the pivot.

Method Documentation

- (id) initWithBodyA: (ChipmunkBody *)  a
bodyB: (ChipmunkBody *)  b
anchr1: (cpVect anchr1
anchr2: (cpVect anchr2 

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
anchr1: (cpVect anchr1
anchr2: (cpVect anchr2 

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.


The documentation for this class was generated from the following file: