planck-js
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2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development
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# Interface: WheelJointOpt
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
- [`JointOpt`](/api/interfaces/JointOpt)
## Extended by
- [`WheelJointDef`](/api/interfaces/WheelJointDef)
## 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`
Suspension damping ratio, one indicates critical damping.
***
### enableMotor?
> `optional` **enableMotor**: `boolean`
Enable/disable the joint motor.
***
### frequencyHz?
> `optional` **frequencyHz**: `number`
Suspension frequency, zero indicates no suspension.
***
### maxMotorTorque?
> `optional` **maxMotorTorque**: `number`
The maximum motor torque, usually in N-m.
***
### motorSpeed?
> `optional` **motorSpeed**: `number`
The desired motor speed in radians per second.
***
### 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)