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)