cpConstraint

Opaque cpConstraint struct.

struct cpConstraint {
cpConstraintClass* klass;
cpConstraintClass* klass;
cpSpace* space;
cpSpace* space;
cpConstraint* next_a;
cpConstraint* next_a;
cpConstraint* next_b;
cpConstraint* next_b;
}

Members

Variables

a
cpBody* a;

The first body connected to this constraint.

b
cpBody* b;

The second body connected to this constraint.

data
cpDataPointer 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.

errorBias
cpFloat 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.

maxBias
cpFloat maxBias;

The maximum rate at which joint error is corrected. Defaults to infinity.

maxForce
cpFloat maxForce;

The maximum force that this constraint is allowed to use. Defaults to infinity.

postSolve
cpConstraintPostSolveFunc postSolve;

Function called after the solver runs. Use the applied impulse to perform effects like breakable joints.

preSolve
cpConstraintPreSolveFunc preSolve;

Function called before the solver runs. Animate your joint anchors, update your motor torque, etc.

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