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Chipmunk
6.0.3
Chipmunk API Reference for Kobold2D developers
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Opaque cpConstraint struct. More...
#include <cpConstraint.h>
Public Member Functions | |
| CP_PRIVATE (const cpConstraintClass *klass) | |
| CP_PRIVATE (cpSpace *space) | |
| CP_PRIVATE (cpConstraint *next_a) | |
| CP_PRIVATE (cpConstraint *next_b) | |
Data Fields | |
| cpBody * | a |
| The first body connected to this constraint. | |
| cpBody * | b |
| The second body connected to this constraint. | |
| cpFloat | maxForce |
| cpFloat | errorBias |
| cpFloat | maxBias |
| cpConstraintPreSolveFunc | preSolve |
| cpConstraintPostSolveFunc | postSolve |
| cpDataPointer | data |
Opaque cpConstraint struct.
| cpConstraint::CP_PRIVATE | ( | const cpConstraintClass * | klass | ) |
| cpConstraint::CP_PRIVATE | ( | cpSpace * | space | ) |
| cpConstraint::CP_PRIVATE | ( | cpConstraint * | next_a | ) |
| cpConstraint::CP_PRIVATE | ( | cpConstraint * | next_b | ) |
The first body connected to this constraint.
The second body connected to this constraint.
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.
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.
The maximum rate at which joint error is corrected. Defaults to infinity.
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.