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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: MouseJointOpt Mouse joint definition. This requires a world target point, tuning parameters, and the time step. ## Extends - [`JointOpt`](/api/interfaces/JointOpt) ## Extended by - [`MouseJointDef`](/api/interfaces/MouseJointDef) ## 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` [dampingRatio = 0.7] The damping ratio. 0 = no damping, 1 = critical damping. *** ### frequencyHz? > `optional` **frequencyHz**: `number` [frequencyHz = 5.0] The response speed. *** ### maxForce? > `optional` **maxForce**: `number` [maxForce = 0.0] The maximum constraint force that can be exerted to move the candidate body. Usually you will express as some multiple of the weight (multiplier * mass * gravity). *** ### 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)