WheelJointDef class

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.

@author Daniel Murphy





dampingRatio double
Suspension damping ratio, one indicates critical damping
read / write
enableMotor bool
Enable/disable the joint motor.
read / write
frequencyHz double
Suspension frequency, zero indicates no suspension
read / write
localAnchorA Vector2
The local anchor point relative to body1's origin.
localAnchorB Vector2
The local anchor point relative to body2's origin.
localAxisA Vector2
The local translation axis in body1.
maxMotorTorque double
The maximum motor torque, usually in N-m.
read / write
motorSpeed double
The desired motor speed in radians per second.
read / write
bodyA Body
The first attached body.
read / write, inherited
bodyB Body
The second attached body.
read / write, inherited
collideConnected bool
Set this flag to true if the attached bodies should collide.
read / write, inherited
hashCode int
The hash code for this object. [...]
read-only, inherited
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited
type JointType
The joint type is set automatically for concrete joint types.
read / write, inherited
userData Object
Use this to attach application specific data to your joints.
read / write, inherited


initialize(Body b1, Body b2, Vector2 anchor, Vector2 axis) → void
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
toString() String
Returns a string representation of this object.


operator ==(dynamic other) bool
The equality operator. [...]