## Phaser.Physics.P2. RevoluteConstraint

#### new RevoluteConstraint(world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot)

  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.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `world` | Phaser.Physics.P2 |  |  | A reference to the P2 World.
  `bodyA` | p2.Body |  |  | First connected body.
  `pivotA` | Float32Array |  |  | 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].
  `bodyB` | p2.Body |  |  | Second connected body.
  `pivotB` | Float32Array |  |  | 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].
  `maxForce` | number | <optional> | 0 | The maximum force that should be applied to constrain the bodies.
  `worldPivot` | Float32Array | <optional> | null | A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.

  Source - physics/p2/RevoluteConstraint.js, line 21

### Members

#### game :Phaser.Game

  Local reference to game.

  Source - physics/p2/RevoluteConstraint.js, line 29

#### world :Phaser.Physics.P2

  Local reference to P2 World.

  Source - physics/p2/RevoluteConstraint.js, line 34