---
title: "init(bodyA:axisA:anchorA:bodyB:axisB:anchorB:)"
framework: scenekit
role: symbol
role_heading: Initializer
path: "scenekit/scnphysicshingejoint/init(bodya:axisa:anchora:bodyb:axisb:anchorb:)"
---

# init(bodyA:axisA:anchorA:bodyB:axisB:anchorB:)

Creates a hinge joint connecting two physics bodies.

## Declaration

```swift
convenience init(bodyA: SCNPhysicsBody, axisA: SCNVector3, anchorA: SCNVector3, bodyB: SCNPhysicsBody, axisB: SCNVector3, anchorB: SCNVector3)
```

## Parameters

- `bodyA`: The first physics body to be connected by the joint.
- `axisA`: The axis that the hinge pivots around, relative to the node containing the first body.
- `anchorA`: The point at which the hinge connects, relative to the node containing the first body.
- `bodyB`: The second physics body to be connected by the joint.
- `axisB`: The axis that the hinge pivots around, relative to the node containing the second body.
- `anchorB`: The point at which the hinge connects, relative to the node containing the second body.

## Return Value

Return Value A new hinge joint behavior.

## Discussion

Discussion For a behavior to take effect, add it to the physics simulation by calling the addBehavior(_:) method on your scene’s SCNPhysicsWorld object. The physics bodies constrained by the joint must be attached to nodes in the scene.

## See Also

### Creating a Hinge Joint

- [init(body:axis:anchor:)](scenekit/scnphysicshingejoint/init(body:axis:anchor:).md)
