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eulerjs API / @eulerjs/core / TargetJointOptions

TargetJointOptions ​

Defined in: packages/core/src/joints/presets.ts:129

Extends ​

  • Pick<PresetOptions, "breakForce" | "breakTorque">

Properties ​

PropertyTypeDescriptionInherited fromDefined in
anchor?Vector3The point of the body pulled to the target, in its own frame. Defaults to its origin.-packages/core/src/joints/presets.ts:133
bodyBodyThe body to pull.-packages/core/src/joints/presets.ts:131
breakForce?numberThe joint breaks, and the world removes it, once it carries more force than this, in newtons. Defaults to Infinity.BaseJointOptions.breakForcepackages/core/src/joints/BaseJoint.ts:16
breakTorque?numberThe joint breaks once it carries more torque than this, in newton metres. Defaults to Infinity.BaseJointOptions.breakTorquepackages/core/src/joints/BaseJoint.ts:18
dampingRatio?number1, the default, just doesn't overshoot.-packages/core/src/joints/presets.ts:147
frequency?numberHow fast it springs to the target, in Hz, whatever its mass. Defaults to 5; 0 lets it go.-packages/core/src/joints/presets.ts:139
maxForce?numberThe most force it pulls with along each axis, in N. Defaults to Infinity.-packages/core/src/joints/presets.ts:149
maxTorque?numberThe most torque it turns it with, in N·m. Defaults to Infinity.-packages/core/src/joints/presets.ts:151
position?Vector3Where to pull the anchor to, in world space. Defaults to where it is.-packages/core/src/joints/presets.ts:135
quaternion?QuaternionHow to turn the body. Defaults to how it is turned.-packages/core/src/joints/presets.ts:137
turnFrequency?numberHow fast it turns to the target's orientation, in Hz, if not as fast as it moves: say, faster for a body that carries others by it, which are harder to turn than to move. Defaults to frequency.-packages/core/src/joints/presets.ts:145
turns?booleanWhether it turns the body to the target's orientation as well as pulling it there. Defaults to true.-packages/core/src/joints/presets.ts:153

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