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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: MotorJointOpt Motor joint definition. ## Extends - [`JointOpt`](/api/interfaces/JointOpt) ## Extended by - [`MotorJointDef`](/api/interfaces/MotorJointDef) ## Properties ### angularOffset? > `optional` **angularOffset**: `number` The bodyB angle minus bodyA angle in radians. *** ### 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) *** ### correctionFactor? > `optional` **correctionFactor**: `number` Position correction factor in the range [0,1]. *** ### linearOffset? > `optional` **linearOffset**: [`Vec2Value`](/api/interfaces/Vec2Value) Position of bodyB minus the position of bodyA, in bodyA's frame, in meters. *** ### maxForce? > `optional` **maxForce**: `number` The maximum motor force in N. *** ### maxTorque? > `optional` **maxTorque**: `number` The maximum motor torque in N-m. *** ### 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)