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Interface: DistanceJointDef ​

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 ​

Properties ​

bodyA ​

bodyA: Body

The first attached body.

Inherited from ​

JointDef.bodyA


bodyB ​

bodyB: Body

The second attached body.

Inherited from ​

JointDef.bodyB


collideConnected? ​

optional collideConnected: boolean

Set this flag to true if the attached bodies should collide.

Inherited from ​

JointDef.collideConnected


dampingRatio? ​

optional dampingRatio: number

The damping ratio. 0 = no damping, 1 = critical damping.

Inherited from ​

DistanceJointOpt.dampingRatio


frequencyHz? ​

optional frequencyHz: number

The mass-spring-damper frequency in Hertz. A value of 0 disables softness.

Inherited from ​

DistanceJointOpt.frequencyHz


length? ​

optional length: number

Distance length.

Inherited from ​

DistanceJointOpt.length


localAnchorA ​

localAnchorA: Vec2Value

The local anchor point relative to bodyA's origin.


localAnchorB ​

localAnchorB: Vec2Value

The local anchor point relative to bodyB's origin.


style? ​

optional style: Style

Styling for dev-tools.

Inherited from ​

JointDef.style


userData? ​

optional userData: any

Use this to attach application specific data to your joints.

Inherited from ​

JointDef.userData