{"class":{"name":"Phaser.Physics.P2.RevoluteConstraint","extends":"","static":false,"constructor":true,"parameters":[{"name":"world","type":["Phaser.Physics.P2"],"help":"A reference to the P2 World.","optional":false,"default":null},{"name":"bodyA","type":["p2.Body"],"help":"First connected body.","optional":false,"default":null},{"name":"pivotA","type":["Float32Array"],"help":"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].","optional":false,"default":null},{"name":"bodyB","type":["p2.Body"],"help":"Second connected body.","optional":false,"default":null},{"name":"pivotB","type":["Float32Array"],"help":"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].","optional":false,"default":null},{"name":"maxForce","type":["number"],"help":"The maximum force that should be applied to constrain the bodies.","optional":true,"default":"0"},{"name":"worldPivot","type":["Float32Array"],"help":"A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.","optional":true,"default":"null"}],"help":"Connects two bodies at given offset points, letting them rotate relative to each other around this point.\\nThe pivot points are given in world (pixel) coordinates."},"consts":[],"methods":{"public":[],"protected":[],"private":[],"static":[]},"properties":{"public":[{"name":"game","type":["Phaser.Game"],"help":"","inlineHelp":"Local reference to game.","line":29,"default":null,"public":true,"protected":false,"private":false,"readOnly":false},{"name":"world","type":["Phaser.Physics.P2"],"help":"","inlineHelp":"Local reference to P2 World.","line":34,"default":null,"public":true,"protected":false,"private":false,"readOnly":false}],"protected":[],"private":[]}}