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* DistanceConstraint signature changed to take the new localAnchors.
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* RevoluteConstraint signature changed to include worldPivot
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* RevoluteConstraint signature changed to include worldPivot.
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* P2.Body now uses the new Body.type value instead of Body.motionState, however as P2.Body already have a property called `type` we have left the `motionState` getter/setter in for now.
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* World.enableBodySleeping has been removed and replaced with World.sleepMode.
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* Phaser P2.Springs are now LinearSprings by default.
Copy file name to clipboardExpand all lines: src/physics/p2/RevoluteConstraint.js
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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 {Float32Array} [worldPivot] - A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.
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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.
* @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.
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* @param {Array} 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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* @return {Phaser.Physics.P2.RevoluteConstraint} The constraint
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