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WheelJointDef (libgdx API)
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com.badlogic.gdx.physics.box2d.joints</FONT>
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Class WheelJointDef</H2>
<PRE>
java.lang.Object
  <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">com.badlogic.gdx.physics.box2d.JointDef</A>
      <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.joints.WheelJointDef</B>
</PRE>
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<DT><PRE>public class <B>WheelJointDef</B><DT>extends <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></DL>
</PRE>

<P>
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.
<P>

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<TH ALIGN="left"><B>Nested classes/interfaces inherited from class com.badlogic.gdx.physics.box2d.<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></B></TH>
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<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.JointType.html" title="enum in com.badlogic.gdx.physics.box2d">JointDef.JointType</A></CODE></TD>
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<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/WheelJointDef.html#dampingRatio">dampingRatio</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Suspension damping ratio, one indicates critical damping</TD>
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<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/WheelJointDef.html#enableMotor">enableMotor</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Enable/disable the joint motor.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/WheelJointDef.html#frequencyHz">frequencyHz</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Suspension frequency, zero indicates no suspension</TD>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/WheelJointDef.html#localAnchorA">localAnchorA</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The local anchor point relative to body1's origin.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/WheelJointDef.html#localAnchorB">localAnchorB</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The local anchor point relative to body2's origin.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/WheelJointDef.html#localAxisA">localAxisA</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The local translation axis in body1.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/WheelJointDef.html#maxMotorTorque">maxMotorTorque</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The maximum motor torque, usually in N-m.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/WheelJointDef.html#motorSpeed">motorSpeed</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The desired motor speed in radians per second.</TD>
</TR>
</TABLE>
&nbsp;<A NAME="fields_inherited_from_class_com.badlogic.gdx.physics.box2d.JointDef"><!-- --></A>
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<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Fields inherited from class com.badlogic.gdx.physics.box2d.<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></B></TH>
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<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#bodyA">bodyA</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#bodyB">bodyB</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#collideConnected">collideConnected</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#type">type</A></CODE></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/WheelJointDef.html#WheelJointDef()">WheelJointDef</A></B>()</CODE>

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<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/WheelJointDef.html#initialize(com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2)">initialize</A></B>(<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyA,
           <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyB,
           <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;anchor,
           <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;axis)</CODE>

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<A NAME="localAnchorA"><!-- --></A><H3>
localAnchorA</H3>
<PRE>
public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localAnchorA</B></PRE>
<DL>
<DD>The local anchor point relative to body1's origin.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="localAnchorB"><!-- --></A><H3>
localAnchorB</H3>
<PRE>
public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localAnchorB</B></PRE>
<DL>
<DD>The local anchor point relative to body2's origin.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="localAxisA"><!-- --></A><H3>
localAxisA</H3>
<PRE>
public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localAxisA</B></PRE>
<DL>
<DD>The local translation axis in body1.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="enableMotor"><!-- --></A><H3>
enableMotor</H3>
<PRE>
public boolean <B>enableMotor</B></PRE>
<DL>
<DD>Enable/disable the joint motor.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="maxMotorTorque"><!-- --></A><H3>
maxMotorTorque</H3>
<PRE>
public float <B>maxMotorTorque</B></PRE>
<DL>
<DD>The maximum motor torque, usually in N-m.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="motorSpeed"><!-- --></A><H3>
motorSpeed</H3>
<PRE>
public float <B>motorSpeed</B></PRE>
<DL>
<DD>The desired motor speed in radians per second.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="frequencyHz"><!-- --></A><H3>
frequencyHz</H3>
<PRE>
public float <B>frequencyHz</B></PRE>
<DL>
<DD>Suspension frequency, zero indicates no suspension
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="dampingRatio"><!-- --></A><H3>
dampingRatio</H3>
<PRE>
public float <B>dampingRatio</B></PRE>
<DL>
<DD>Suspension damping ratio, one indicates critical damping
<P>
<DL>
</DL>
</DL>

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<A NAME="WheelJointDef()"><!-- --></A><H3>
WheelJointDef</H3>
<PRE>
public <B>WheelJointDef</B>()</PRE>
<DL>
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<A NAME="initialize(com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
initialize</H3>
<PRE>
public void <B>initialize</B>(<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyA,
                       <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyB,
                       <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;anchor,
                       <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;axis)</PRE>
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