WheelJointDef<A extends Body, B extends Body> 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.





bodyA ↔ A
The first attached body.
getter/setter pairinherited
bodyB ↔ B
The second attached body.
getter/setter pairinherited
collideConnected bool
Set this flag to true if the attached bodies should collide.
getter/setter pairinherited
dampingRatio double
Suspension damping ratio, one indicates critical damping
getter/setter pair
enableMotor bool
Enable/disable the joint motor.
getter/setter pair
frequencyHz double
Suspension frequency, zero indicates no suspension
getter/setter pair
hashCode int
The hash code for this object.
no setterinherited
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.
getter/setter pair
motorSpeed double
The desired motor speed in radians per second.
getter/setter pair
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
userData Object?
Use this to attach application specific data to your joints.
getter/setter pairinherited


initialize(A b1, B b2, Vector2 anchor, Vector2 axis) → void
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
toString() String
A string representation of this object.


operator ==(Object other) bool
The equality operator.