# Source: src/physics/p2/RevoluteConstraint.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * Connects two bodies at given offset points, letting them rotate relative to each other around this point.
    * The pivot points are given in world (pixel) coordinates.
    *
    * @class Phaser.Physics.P2.RevoluteConstraint
    * @constructor
    * @param {Phaser.Physics.P2} world - A reference to the P2 World.
    * @param {p2.Body} bodyA - First connected body.
    * @param {Float32Array} pivotA - 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].
    * @param {p2.Body} bodyB - Second connected body.
    * @param {Float32Array} pivotB - 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].
    * @param {number} [maxForce=0] - The maximum force that should be applied to constrain the bodies.
    * @param {Float32Array} [worldPivot=null] - A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.
    */
    Phaser.Physics.P2.RevoluteConstraint = function (world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) {

        if (maxForce === undefined) { maxForce = Number.MAX_VALUE; }
        if (worldPivot === undefined) { worldPivot = null; }

        /**
        * @property {Phaser.Game} game - Local reference to game.
        */
        this.game = world.game;

        /**
        * @property {Phaser.Physics.P2} world - Local reference to P2 World.
        */
        this.world = world;

        pivotA = [ world.pxmi(pivotA[0]), world.pxmi(pivotA[1]) ];
        pivotB = [ world.pxmi(pivotB[0]), world.pxmi(pivotB[1]) ];

        if (worldPivot)
        {
            worldPivot = [ world.pxmi(worldPivot[0]), world.pxmi(worldPivot[1]) ];
        }

        var options = { worldPivot: worldPivot, localPivotA: pivotA, localPivotB: pivotB, maxForce: maxForce };

        p2.RevoluteConstraint.call(this, bodyA, bodyB, options);

    };

    Phaser.Physics.P2.RevoluteConstraint.prototype = Object.create(p2.RevoluteConstraint.prototype);
    Phaser.Physics.P2.RevoluteConstraint.prototype.constructor = Phaser.Physics.P2.RevoluteConstraint;