Package pymunk :: Module constraint :: Class PivotJoint
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Class PivotJoint

object --+    
         |    
Constraint --+
             |
            PivotJoint

Simply allow two objects to pivot about a single point.
Instance Methods
 
__init__(self, a, b, *args)
a and b are the two bodies to connect, and pivot is the point in world coordinates of the pivot. Because the pivot location is given in world coordinates, you must have the bodies moved into the correct positions already. Alternatively you can specify the joint based on a pair of anchor points, but make sure you have the bodies in the right place as the joint will fix itself as soon as you start simulating the space.
 
__del__(self) (Inherited from pymunk.constraint.Constraint)
 
activate_bodies(self) (Inherited from pymunk.constraint.Constraint)

Inherited from object: __delattr__, __format__, __getattribute__, __hash__, __new__, __reduce__, __reduce_ex__, __repr__, __setattr__, __sizeof__, __str__, __subclasshook__

Properties
  anchr1
  anchr2
  a
The first of the two bodies constrained (Inherited from pymunk.constraint.Constraint)
  b
The second of the two bodies constrained (Inherited from pymunk.constraint.Constraint)
  error_bias
The rate at which joint error is corrected. (Inherited from pymunk.constraint.Constraint)
  impulse
Get the last impulse applied by this constraint. (Inherited from pymunk.constraint.Constraint)
  max_bias
The maximum rate at which joint error is corrected. Defaults to infinity (Inherited from pymunk.constraint.Constraint)
  max_force
The maximum force that the constraint can use to act on the two bodies. Defaults to infinity (Inherited from pymunk.constraint.Constraint)

Inherited from object: __class__

Method Details

__init__(self, a, b, *args)
(Constructor)

 

a and b are the two bodies to connect, and pivot is the point in world coordinates of the pivot. Because the pivot location is given in world coordinates, you must have the bodies moved into the correct positions already. Alternatively you can specify the joint based on a pair of anchor points, but make sure you have the bodies in the right place as the joint will fix itself as soon as you start simulating the space.

That is, either create the joint with PivotJoint(a, b, pivot) or PivotJoint(a, b, anchr1, anchr2).

a : Body
The first of the two bodies
b : Body
The second of the two bodies
args : [Vec2d] or [Vec2d,Vec2d]
Either one pivot point, or two anchor points
Overrides: object.__init__

Property Details

anchr1

Get Method:
_get_anchr1(self)
Set Method:
_set_anchr1(self, anchr)

anchr2

Get Method:
_get_anchr2(self)
Set Method:
_set_anchr2(self, anchr)