/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * 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. * * @class Phaser.Physics.P2.RevoluteConstraint * @constructor * @param {Phaser.Physics.P2} world - A reference to the P2 World. * @param {p2.Body} bodyA - First connected body. * @param {Float32Array} pivotA - 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]. * @param {p2.Body} bodyB - Second connected body. * @param {Float32Array} pivotB - 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]. * @param {number} [maxForce=0] - The maximum force that should be applied to constrain the bodies. * @param {Float32Array} [worldPivot=null] - A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value. */ Phaser.Physics.P2.RevoluteConstraint = function (world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) { if (maxForce === undefined) { maxForce = Number.MAX_VALUE; } if (worldPivot === undefined) { worldPivot = null; } /** * @property {Phaser.Game} game - Local reference to game. */ this.game = world.game; /** * @property {Phaser.Physics.P2} world - Local reference to P2 World. */ this.world = world; pivotA = [ world.pxmi(pivotA[0]), world.pxmi(pivotA[1]) ]; pivotB = [ world.pxmi(pivotB[0]), world.pxmi(pivotB[1]) ]; if (worldPivot) { worldPivot = [ world.pxmi(worldPivot[0]), world.pxmi(worldPivot[1]) ]; } var options = { worldPivot: worldPivot, localPivotA: pivotA, localPivotB: pivotB, maxForce: maxForce }; p2.RevoluteConstraint.call(this, bodyA, bodyB, options); }; Phaser.Physics.P2.RevoluteConstraint.prototype = Object.create(p2.RevoluteConstraint.prototype); Phaser.Physics.P2.RevoluteConstraint.prototype.constructor = Phaser.Physics.P2.RevoluteConstraint;