I think I solved this problem. It turned out I had to create my own CCPhysicsJoint Category that implements the ChipmunkRotaryLimitJoint and a ChipmunkRotaryDampedSpring. It’s not exactly the same but it works good enough for now.
The code looks like this right now:
[CCPhysicsJoint connectedRotaryLimitJointWithBodyA:bodyA
bodyB:bodyB
min:CC_DEGREES_TO_RADIANS(lowerLimit)
max:CC_DEGREES_TO_RADIANS(upperLimit)];
[CCPhysicsJoint connectedDampedRotarySpringWithBodyA:bodyA
bodyB:bodyB
restAngle:0
stiffness:friction *1000.0f
damping:10000.0f];
I just asked if this should be included in the Cocos2D codebase. For the time being, this is the wrapper:
CCPhysicsJoint+THCAdditions.h
//
// CCPhysicsJoint+THCAdditions.h
//
// Created by Thomas Hempel on 02.02.14.
// Copyright (c) 2014 Thomas Hempel. All rights reserved.
//
#import "CCPhysicsBody.h"
#import "CCPhysicsJoint.h"
@interface CCPhysicsJoint (THCAdditions)
+ (CCPhysicsJoint *)connectedRotaryLimitJointWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB min:(CGFloat)min max:(CGFloat)max;
+ (CCPhysicsJoint *)connectedGearJointWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB phase:(CGFloat)phase ratio:(CGFloat)ratio;
+ (CCPhysicsJoint *)connectedSimpleMotorJointWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB rate:(CGFloat)rate;
+ (CCPhysicsJoint *)connectedDampedRotarySpringWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB restAngle:(CGFloat)restAngle stiffness:(CGFloat)stiffness damping:(CGFloat)damping;
@end
CCPhysicsJoint+THCAdditions.m
//
// CCPhysicsJoint+THCAdditions.m
//
// Created by Thomas Hempel on 02.02.14.
// Copyright (c) 2014 Thomas Hempel. All rights reserved.
//
#import "CCPhysicsJoint+THCAdditions.h"
#import "CCPhysics+ObjectiveChipmunk.h"
// ------------------------------------------------------------------------
#pragma mark - Rotary Limit Joint
// ------------------------------------------------------------------------
@interface CCPhysicsRotaryLimitJoint : CCPhysicsJoint
@end
@implementation CCPhysicsRotaryLimitJoint {
ChipmunkRotaryLimitJoint *_constraint;
}
- (id)initWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB min:(CGFloat)min max:(CGFloat)max
{
if ((self = [super init])){
_constraint = [ChipmunkRotaryLimitJoint rotaryLimitJointWithBodyA:bodyA.body
bodyB:bodyB.body
min:min
max:max];
_constraint.userData = self;
}
return self;
}
- (ChipmunkConstraint *)constraint
{
return _constraint;
}
- (void)willAddToPhysicsNode:(CCPhysicsNode *)physics
{
}
@end
// ------------------------------------------------------------------------
#pragma mark - Gear Joint
// ------------------------------------------------------------------------
@interface CCPhysicsGearJoint : CCPhysicsJoint
@end
@implementation CCPhysicsGearJoint {
ChipmunkGearJoint *_constraint;
}
- (id)initWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB phase:(CGFloat)phase ratio:(CGFloat)ratio
{
if ((self = [super init])){
_constraint = [ChipmunkGearJoint gearJointWithBodyA:bodyA.body
bodyB:bodyB.body
phase:phase
ratio:ratio];
_constraint.userData = self;
}
return self;
}
- (ChipmunkConstraint *)constraint
{
return _constraint;
}
- (void)willAddToPhysicsNode:(CCPhysicsNode *)physics
{
}
@end
// ------------------------------------------------------------------------
#pragma mark - Simple Motor Joint
// ------------------------------------------------------------------------
@interface CCPhysicsSimpleMotorJoint : CCPhysicsJoint
@end
@implementation CCPhysicsSimpleMotorJoint {
ChipmunkSimpleMotor *_constraint;
}
- (id)initWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB rate:(CGFloat)rate
{
if ((self = [super init])){
_constraint = [ChipmunkSimpleMotor simpleMotorWithBodyA:bodyA.body
bodyB:bodyB.body
rate:rate];
_constraint.userData = self;
}
return self;
}
- (ChipmunkConstraint *)constraint
{
return _constraint;
}
- (void)willAddToPhysicsNode:(CCPhysicsNode *)physics
{
}
@end
// ------------------------------------------------------------------------
#pragma mark - Damped Rotary Spring
// ------------------------------------------------------------------------
@interface CCPhysicsDampedRotarySpring : CCPhysicsJoint
@end
@implementation CCPhysicsDampedRotarySpring {
ChipmunkDampedRotarySpring *_constraint;
}
- (id)initWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB restAngle: (CGFloat)restAngle stiffness:(CGFloat)stiffness damping:(CGFloat)damping
{
if ((self = [super init])){
_constraint = [ChipmunkDampedRotarySpring dampedRotarySpringWithBodyA:bodyA.body
bodyB:bodyB.body
restAngle:restAngle
stiffness:stiffness
damping:damping];
_constraint.userData = self;
}
return self;
}
- (ChipmunkConstraint *)constraint
{
return _constraint;
}
- (void)willAddToPhysicsNode:(CCPhysicsNode *)physics
{
}
@end
// ------------------------------------------------------------------------
#pragma mark - Implementation
// ------------------------------------------------------------------------
@implementation CCPhysicsJoint (THCAdditions)
+ (CCPhysicsJoint *)connectedRotaryLimitJointWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB min:(CGFloat)min max:(CGFloat)max
{
CCPhysicsJoint *joint = [[CCPhysicsRotaryLimitJoint alloc] initWithBodyA:bodyA bodyB:bodyB min:min max:max];
[bodyA addJoint:joint];
[bodyB addJoint:joint];
[bodyA.physicsNode.space smartAdd:joint];
return joint;
}
+ (CCPhysicsJoint *)connectedGearJointWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB phase:(CGFloat)phase ratio:(CGFloat)ratio
{
CCPhysicsJoint *joint = [[CCPhysicsGearJoint alloc] initWithBodyA:bodyA bodyB:bodyB phase:phase ratio:ratio];
[bodyA addJoint:joint];
[bodyB addJoint:joint];
[bodyA.physicsNode.space smartAdd:joint];
return joint;
}
+ (CCPhysicsJoint *)connectedSimpleMotorJointWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB rate:(CGFloat)rate
{
CCPhysicsJoint *joint = [[CCPhysicsSimpleMotorJoint alloc] initWithBodyA:bodyA bodyB:bodyB rate:rate];
[bodyA addJoint:joint];
[bodyB addJoint:joint];
[bodyA.physicsNode.space smartAdd:joint];
return joint;
}
+ (CCPhysicsJoint *)connectedDampedRotarySpringWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB restAngle:(CGFloat)restAngle stiffness:(CGFloat)stiffness damping:(CGFloat)damping
{
CCPhysicsJoint *joint = [[CCPhysicsDampedRotarySpring alloc] initWithBodyA:bodyA bodyB:bodyB restAngle:restAngle stiffness:stiffness damping:damping];
[bodyA addJoint:joint];
[bodyB addJoint:joint];
[bodyA.physicsNode.space smartAdd:joint];
return joint;
}
@end
Best wishes, Thomas