mirror of
https://github.com/photonstorm/phaser
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51 lines
2.3 KiB
JavaScript
51 lines
2.3 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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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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* The pivot points are given in world (pixel) coordinates.
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*
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* @class Phaser.Physics.P2.RevoluteConstraint
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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 {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].
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* @param {p2.Body} bodyB - Second connected body.
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* @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].
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* @param {number} [maxForce=0] - The maximum force that should be applied to constrain the bodies.
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* @param {Float32Array} [worldPivot=null] - A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.
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*/
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Phaser.Physics.P2.RevoluteConstraint = function (world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) {
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if (maxForce === undefined) { maxForce = Number.MAX_VALUE; }
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if (worldPivot === undefined) { worldPivot = null; }
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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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pivotA = [ world.pxmi(pivotA[0]), world.pxmi(pivotA[1]) ];
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pivotB = [ world.pxmi(pivotB[0]), world.pxmi(pivotB[1]) ];
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if (worldPivot)
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{
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worldPivot = [ world.pxmi(worldPivot[0]), world.pxmi(worldPivot[1]) ];
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}
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var options = { worldPivot: worldPivot, localPivotA: pivotA, localPivotB: pivotB, maxForce: maxForce };
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p2.RevoluteConstraint.call(this, bodyA, bodyB, options);
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};
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Phaser.Physics.P2.RevoluteConstraint.prototype = Object.create(p2.RevoluteConstraint.prototype);
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Phaser.Physics.P2.RevoluteConstraint.prototype.constructor = Phaser.Physics.P2.RevoluteConstraint;
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