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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
bodyB
bodyB:
Body
The second attached body.
Inherited from
collideConnected?
optionalcollideConnected:boolean
Set this flag to true if the attached bodies should collide.
Inherited from
dampingRatio?
optionaldampingRatio:number
The damping ratio. 0 = no damping, 1 = critical damping.
Inherited from
frequencyHz?
optionalfrequencyHz:number
The mass-spring-damper frequency in Hertz. A value of 0 disables softness.
Inherited from
length?
optionallength:number
Distance length.
Inherited from
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?
optionalstyle:Style
Styling for dev-tools.
Inherited from
userData?
optionaluserData:any
Use this to attach application specific data to your joints.