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<a href="#properties">Properties</a> </div>
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<h1>ChipmunkConstraint Class Reference</h1> </div>
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<!-- doxytag: class="ChipmunkConstraint" --><!-- doxytag: inherits="ChipmunkBaseObject-p" -->
<p>Constraints connect two <a class="el" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> objects together.
<a href="#_details">More...</a></p>
<p><code>#import <<a class="el" href="_chipmunk_constraint_8h_source.html">ChipmunkConstraint.h</a>></code></p>
<p>Inherits <a class="el" href="protocol_chipmunk_base_object-p.html">ChipmunkBaseObject-p</a>.</p>
<p>Inherited by <a class="el" href="interface_chipmunk_damped_rotary_spring.html">ChipmunkDampedRotarySpring</a>, <a class="el" href="interface_chipmunk_damped_spring.html">ChipmunkDampedSpring</a>, <a class="el" href="interface_chipmunk_gear_joint.html">ChipmunkGearJoint</a>, <a class="el" href="interface_chipmunk_groove_joint.html">ChipmunkGrooveJoint</a>, <a class="el" href="interface_chipmunk_pin_joint.html">ChipmunkPinJoint</a>, <a class="el" href="interface_chipmunk_pivot_joint.html">ChipmunkPivotJoint</a>, <a class="el" href="interface_chipmunk_ratchet_joint.html">ChipmunkRatchetJoint</a>, <a class="el" href="interface_chipmunk_rotary_limit_joint.html">ChipmunkRotaryLimitJoint</a>, <a class="el" href="interface_chipmunk_simple_motor.html">ChipmunkSimpleMotor</a>, and <a class="el" href="interface_chipmunk_slide_joint.html">ChipmunkSlideJoint</a>.</p>
<p><a href="class_chipmunk_constraint-members.html">List of all members.</a></p>
<table class="memberdecls">
<tr><td colspan="2"><h2><a name="properties"></a>
Properties</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a78ffbfb6a51f7742b9c084abca8778f0"></a><!-- doxytag: member="ChipmunkConstraint::constraint" ref="a78ffbfb6a51f7742b9c084abca8778f0" args="" -->
cpConstraint * </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_constraint.html#a78ffbfb6a51f7742b9c084abca8778f0">constraint</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Returns a pointer to the underlying cpConstraint C struct. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aae60654a9744d40d272c77d41a781203"></a><!-- doxytag: member="ChipmunkConstraint::bodyA" ref="aae60654a9744d40d272c77d41a781203" args="" -->
<a class="el" href="interface_chipmunk_body.html">ChipmunkBody</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_constraint.html#aae60654a9744d40d272c77d41a781203">bodyA</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">The first <a class="el" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> the constraint controls. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ab3b008f612c712a3dce2e48c1a32f0c5"></a><!-- doxytag: member="ChipmunkConstraint::bodyB" ref="ab3b008f612c712a3dce2e48c1a32f0c5" args="" -->
<a class="el" href="interface_chipmunk_body.html">ChipmunkBody</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_constraint.html#ab3b008f612c712a3dce2e48c1a32f0c5">bodyB</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">The second <a class="el" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> the constraint controls. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">cpFloat </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_constraint.html#ad6294d2fd2c320f9a1912c48464860f0">maxForce</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Maximum force this constraint is allowed to use (defalts to infinity). <a href="#ad6294d2fd2c320f9a1912c48464860f0"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">cpFloat </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_constraint.html#a8e639de970eba3b86c58bbe9fabe9016">biasCoef</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Amount of constraint error to correct each step (defaults to 10%). <a href="#a8e639de970eba3b86c58bbe9fabe9016"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">cpFloat </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_constraint.html#a45acd3f4ab2c7633167a55280ab60042">maxBias</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Maximum rate (speed) that a joint can be corrected at (defaults to infinity). <a href="#a45acd3f4ab2c7633167a55280ab60042"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">id </td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_constraint.html#a0dc9b49b787eab446b58e2dc94680f2a">data</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">An object that this constraint is associated with. <a href="#a0dc9b49b787eab446b58e2dc94680f2a"></a><br/></td></tr>
</table>
<hr/><a name="_details"></a><h2>Detailed Description</h2>
<p>Constraints connect two <a class="el" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> objects together. </p>
<p>Most often constraints are simple joints, but can also be things like motors, friction generators or servos.</p>
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<hr/><h2>Property Documentation</h2>
<a class="anchor" id="a8e639de970eba3b86c58bbe9fabe9016"></a><!-- doxytag: member="ChipmunkConstraint::biasCoef" ref="a8e639de970eba3b86c58bbe9fabe9016" args="" -->
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<td class="memname">- (cpFloat) biasCoef<code> [read, write, assign]</code></td>
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<p>Amount of constraint error to correct each step (defaults to 10%). </p>
<p>This can be used to fine tune constraint parameters. </p>
</div>
</div>
<a class="anchor" id="a0dc9b49b787eab446b58e2dc94680f2a"></a><!-- doxytag: member="ChipmunkConstraint::data" ref="a0dc9b49b787eab446b58e2dc94680f2a" args="" -->
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<td class="memname">- (id) data<code> [read, write, assign]</code></td>
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<p>An object that this constraint is associated with. </p>
<p>You can use this get a reference to your game object or controller object from within callbacks. </p>
<dl class="attention"><dt><b>Attention:</b></dt><dd>Like most <code>delegate</code> properties this is a weak reference and does not call <code>retain</code>. This prevents reference cycles from occuring. </dd></dl>
<p>Reimplemented from <a class="el" href="protocol_chipmunk_base_object-p.html"><ChipmunkBaseObject></a>.</p>
</div>
</div>
<a class="anchor" id="a45acd3f4ab2c7633167a55280ab60042"></a><!-- doxytag: member="ChipmunkConstraint::maxBias" ref="a45acd3f4ab2c7633167a55280ab60042" args="" -->
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<td class="memname">- (cpFloat) maxBias<code> [read, write, assign]</code></td>
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<p>Maximum rate (speed) that a joint can be corrected at (defaults to infinity). </p>
<p>Setting this value to a finite value allows you to control a joint like a </p>
</div>
</div>
<a class="anchor" id="ad6294d2fd2c320f9a1912c48464860f0"></a><!-- doxytag: member="ChipmunkConstraint::maxForce" ref="ad6294d2fd2c320f9a1912c48464860f0" args="" -->
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<td class="memname">- (cpFloat) maxForce<code> [read, write, assign]</code></td>
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<p>Maximum force this constraint is allowed to use (defalts to infinity). </p>
<p>This allows joints to be pulled apart if too much force is applied to them. It also allows you to use constraints as force or friction generators for controlling bodies. </p>
</div>
</div>
<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="_chipmunk_constraint_8h_source.html">ChipmunkConstraint.h</a></li>
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