Opaque cpConstraint struct. More...
#include <cpConstraint.h>
Public Attributes | |
cpBody * | a |
The first body connected to this constraint. | |
cpBody * | b |
The second body connected to this constraint. | |
cpFloat | maxForce |
The maximum force that this constraint is allowed to use. More... | |
cpFloat | errorBias |
The rate at which joint error is corrected. More... | |
cpFloat | maxBias |
The maximum rate at which joint error is corrected. More... | |
cpConstraintPreSolveFunc | preSolve |
Function called before the solver runs. More... | |
cpConstraintPostSolveFunc | postSolve |
Function called after the solver runs. More... | |
cpDataPointer | data |
User definable data pointer. More... | |
Opaque cpConstraint struct.
cpDataPointer cpConstraint::data |
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.
cpFloat cpConstraint::errorBias |
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.
cpFloat cpConstraint::maxBias |
The maximum rate at which joint error is corrected.
Defaults to infinity.
cpFloat cpConstraint::maxForce |
The maximum force that this constraint is allowed to use.
Defaults to infinity.
cpConstraintPostSolveFunc cpConstraint::postSolve |
Function called after the solver runs.
Use the applied impulse to perform effects like breakable joints.
cpConstraintPreSolveFunc cpConstraint::preSolve |
Function called before the solver runs.
Animate your joint anchors, update your motor torque, etc.