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planck

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

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# Interface: DistanceJointOpt Distance joint definition. This requires defining an anchor point on both bodies and the non-zero length of the distance joint. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when saving and loading a game. Warning: Do not use a zero or short length. ## Extends - [`JointOpt`](/api/interfaces/JointOpt) ## Extended by - [`DistanceJointDef`](/api/interfaces/DistanceJointDef) ## 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. A value of 0 disables softness. *** ### length? > `optional` **length**: `number` Distance length. *** ### 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)