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planck-js

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2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development

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# Interface: WeldJointOpt Weld joint definition. You need to specify local anchor points where they are attached and the relative body angle. The position of the anchor points is important for computing the reaction torque. ## Extends - [`JointOpt`](/api/interfaces/JointOpt) ## Extended by - [`WeldJointDef`](/api/interfaces/WeldJointDef) ## Properties ### collideConnected? > `optional` **collideConnected**: `boolean` Set this flag to true if the attached bodies should collide. #### Inherited from [`JointOpt`](/api/interfaces/JointOpt).[`collideConnected`](/api/interfaces/JointOpt#collideconnected) *** ### dampingRatio? > `optional` **dampingRatio**: `number` The damping ratio. 0 = no damping, 1 = critical damping. *** ### frequencyHz? > `optional` **frequencyHz**: `number` The mass-spring-damper frequency in Hertz. Rotation only. Disable softness with a value of 0. *** ### referenceAngle? > `optional` **referenceAngle**: `number` The bodyB angle minus bodyA angle in the reference state (radians). *** ### style? > `optional` **style**: [`Style`](/api/interfaces/Style) Styling for dev-tools. #### Inherited from [`JointOpt`](/api/interfaces/JointOpt).[`style`](/api/interfaces/JointOpt#style) *** ### userData? > `optional` **userData**: `any` Use this to attach application specific data to your joints. #### Inherited from [`JointOpt`](/api/interfaces/JointOpt).[`userData`](/api/interfaces/JointOpt#userdata)