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Interface: WheelJointDef

Wheel joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game.

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

Suspension damping ratio, one indicates critical damping.

Inherited from

WheelJointOpt.dampingRatio


enableMotor?

optional enableMotor: boolean

Enable/disable the joint motor.

Inherited from

WheelJointOpt.enableMotor


frequencyHz?

optional frequencyHz: number

Suspension frequency, zero indicates no suspension.

Inherited from

WheelJointOpt.frequencyHz


localAnchorA

localAnchorA: Vec2Value

The local anchor point relative to bodyA's origin.


localAnchorB

localAnchorB: Vec2Value

The local anchor point relative to bodyB's origin.


localAxisA

localAxisA: Vec2Value

The local translation axis in bodyA.


maxMotorTorque?

optional maxMotorTorque: number

The maximum motor torque, usually in N-m.

Inherited from

WheelJointOpt.maxMotorTorque


motorSpeed?

optional motorSpeed: number

The desired motor speed in radians per second.

Inherited from

WheelJointOpt.motorSpeed


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