| Package | Box2D.Dynamics.Joints |
| Class | public class b2MouseJointDef |
| Inheritance | b2MouseJointDef b2JointDef |
| Source | b2MouseJointDef.as |
See also
| Property | Defined by | ||
|---|---|---|---|
![]() | body1 : b2Body
The first attached body.
| b2JointDef | |
![]() | body2 : b2Body
The second attached body.
| b2JointDef | |
![]() | collideConnected : Boolean
Set this flag to true if the attached bodies should collide.
| b2JointDef | |
| dampingRatio : Number
The damping ratio.
| b2MouseJointDef | ||
| frequencyHz : Number
The response speed.
| b2MouseJointDef | ||
| maxForce : Number
The maximum constraint force that can be exerted
to move the candidate body.
| b2MouseJointDef | ||
| target : b2Vec2
The initial world target point.
| b2MouseJointDef | ||
![]() | type : int
The joint type is set automatically for concrete joint types.
| b2JointDef | |
![]() | userData : *
Use this to attach application specific data to your joints.
| b2JointDef | |
| Method | Defined by | ||
|---|---|---|---|
| b2MouseJointDef | |||
| dampingRatio | property |
public var dampingRatio:NumberThe damping ratio. 0 = no damping, 1 = critical damping.
| frequencyHz | property |
public var frequencyHz:NumberThe response speed.
| maxForce | property |
public var maxForce:NumberThe maximum constraint force that can be exerted to move the candidate body. Usually you will express as some multiple of the weight (multiplier mass gravity).
| target | property |
public var target:b2Vec2The initial world target point. This is assumed to coincide with the body anchor initially.
| b2MouseJointDef | () | constructor |
public function b2MouseJointDef()