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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: 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)