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Interface: RevoluteJointOpt
Revolute joint definition. This requires defining an anchor point where the bodies are joined. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. You also need to specify the initial relative angle for joint limits. This helps when saving and loading a game.
The local anchor points are measured from the body's origin rather than the center of mass because: 1. you might not know where the center of mass will be. 2. if you add/remove shapes from a body and recompute the mass, the joints will be broken.
Extends
Extended by
Properties
collideConnected?
optionalcollideConnected:boolean
Set this flag to true if the attached bodies should collide.
Inherited from
enableLimit?
optionalenableLimit:boolean
A flag to enable joint limits.
enableMotor?
optionalenableMotor:boolean
A flag to enable the joint motor.
lowerAngle?
optionallowerAngle:number
The lower angle for the joint limit (radians).
maxMotorTorque?
optionalmaxMotorTorque:number
The maximum motor torque used to achieve the desired motor speed. Usually in N-m.
motorSpeed?
optionalmotorSpeed:number
The desired motor speed. Usually in radians per second.
style?
optionalstyle:Style
Styling for dev-tools.
Inherited from
upperAngle?
optionalupperAngle:number
The upper angle for the joint limit (radians).
userData?
optionaluserData:any
Use this to attach application specific data to your joints.