2014-03-13 12:14:14 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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2015-02-25 03:36:23 +00:00
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* @copyright 2015 Photon Storm Ltd.
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2014-03-13 12:14:14 +00:00
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Connects two bodies at given offset points, letting them rotate relative to each other around this point.
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*
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* @class Phaser.Physics.P2.PrismaticConstraint
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* @constructor
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* @param {Phaser.Physics.P2} world - A reference to the P2 World.
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* @param {p2.Body} bodyA - First connected body.
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* @param {p2.Body} bodyB - Second connected body.
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2014-03-21 13:13:06 +00:00
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* @param {boolean} [lockRotation=true] - If set to false, bodyB will be free to rotate around its anchor point.
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2014-03-13 13:09:33 +00:00
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* @param {Array} [anchorA] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
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* @param {Array} [anchorB] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
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* @param {Array} [axis] - An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32].
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* @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.
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2014-03-13 12:14:14 +00:00
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*/
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2014-03-21 13:13:06 +00:00
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Phaser.Physics.P2.PrismaticConstraint = function (world, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) {
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2014-03-13 12:14:14 +00:00
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2014-03-21 13:13:06 +00:00
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if (typeof lockRotation === 'undefined') { lockRotation = true; }
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2014-03-13 13:09:33 +00:00
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if (typeof anchorA === 'undefined') { anchorA = [0, 0]; }
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if (typeof anchorB === 'undefined') { anchorB = [0, 0]; }
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if (typeof axis === 'undefined') { axis = [0, 0]; }
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if (typeof maxForce === 'undefined') { maxForce = Number.MAX_VALUE; }
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2014-03-13 12:14:14 +00:00
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = world.game;
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/**
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* @property {Phaser.Physics.P2} world - Local reference to P2 World.
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*/
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this.world = world;
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2014-03-13 13:09:33 +00:00
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anchorA = [ world.pxmi(anchorA[0]), world.pxmi(anchorA[1]) ];
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anchorB = [ world.pxmi(anchorB[0]), world.pxmi(anchorB[1]) ];
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2014-03-21 13:13:06 +00:00
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var options = { localAnchorA: anchorA, localAnchorB: anchorB, localAxisA: axis, maxForce: maxForce, disableRotationalLock: !lockRotation };
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2014-03-13 12:14:14 +00:00
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p2.PrismaticConstraint.call(this, bodyA, bodyB, options);
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2014-03-23 06:31:26 +00:00
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};
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2014-03-13 12:14:14 +00:00
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Phaser.Physics.P2.PrismaticConstraint.prototype = Object.create(p2.PrismaticConstraint.prototype);
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Phaser.Physics.P2.PrismaticConstraint.prototype.constructor = Phaser.Physics.P2.PrismaticConstraint;
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