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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: WheelJointDef Wheel joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game. ## Extends - [`JointDef`](/api/interfaces/JointDef).[`WheelJointOpt`](/api/interfaces/WheelJointOpt) ## Properties ### bodyA > **bodyA**: [`Body`](/api/classes/Body) The first attached body. #### Inherited from [`JointDef`](/api/interfaces/JointDef).[`bodyA`](/api/interfaces/JointDef#bodya) *** ### bodyB > **bodyB**: [`Body`](/api/classes/Body) The second attached body. #### Inherited from [`JointDef`](/api/interfaces/JointDef).[`bodyB`](/api/interfaces/JointDef#bodyb) *** ### collideConnected? > `optional` **collideConnected**: `boolean` Set this flag to true if the attached bodies should collide. #### Inherited from [`WheelJointOpt`](/api/interfaces/WheelJointOpt).[`collideConnected`](/api/interfaces/WheelJointOpt#collideconnected) *** ### dampingRatio? > `optional` **dampingRatio**: `number` Suspension damping ratio, one indicates critical damping. #### Inherited from [`WheelJointOpt`](/api/interfaces/WheelJointOpt).[`dampingRatio`](/api/interfaces/WheelJointOpt#dampingratio) *** ### enableMotor? > `optional` **enableMotor**: `boolean` Enable/disable the joint motor. #### Inherited from [`WheelJointOpt`](/api/interfaces/WheelJointOpt).[`enableMotor`](/api/interfaces/WheelJointOpt#enablemotor) *** ### frequencyHz? > `optional` **frequencyHz**: `number` Suspension frequency, zero indicates no suspension. #### Inherited from [`WheelJointOpt`](/api/interfaces/WheelJointOpt).[`frequencyHz`](/api/interfaces/WheelJointOpt#frequencyhz) *** ### localAnchorA > **localAnchorA**: [`Vec2Value`](/api/interfaces/Vec2Value) The local anchor point relative to bodyA's origin. *** ### localAnchorB > **localAnchorB**: [`Vec2Value`](/api/interfaces/Vec2Value) The local anchor point relative to bodyB's origin. *** ### localAxisA > **localAxisA**: [`Vec2Value`](/api/interfaces/Vec2Value) The local translation axis in bodyA. *** ### maxMotorTorque? > `optional` **maxMotorTorque**: `number` The maximum motor torque, usually in N-m. #### Inherited from [`WheelJointOpt`](/api/interfaces/WheelJointOpt).[`maxMotorTorque`](/api/interfaces/WheelJointOpt#maxmotortorque) *** ### motorSpeed? > `optional` **motorSpeed**: `number` The desired motor speed in radians per second. #### Inherited from [`WheelJointOpt`](/api/interfaces/WheelJointOpt).[`motorSpeed`](/api/interfaces/WheelJointOpt#motorspeed) *** ### style? > `optional` **style**: [`Style`](/api/interfaces/Style) Styling for dev-tools. #### Inherited from [`WheelJointOpt`](/api/interfaces/WheelJointOpt).[`style`](/api/interfaces/WheelJointOpt#style) *** ### userData? > `optional` **userData**: `any` Use this to attach application specific data to your joints. #### Inherited from [`WheelJointOpt`](/api/interfaces/WheelJointOpt).[`userData`](/api/interfaces/WheelJointOpt#userdata)