File: src/zerk/class/game/engine/physics/joint/revolute.js
/**
* Revolute joint
*
* @class zerk.game.engine.physics.joint.revolute
* @extends zerk.game.engine.physics.joint
* @module zerk
*/
zerk.define({
name: 'zerk.game.engine.physics.joint.revolute',
extend: 'zerk.game.engine.physics.joint'
},{
/**
* Type name of the joint
*
* @property type
* @type String
*/
type: 'revolute',
/**
* Horizontal position on the source body
*
* @property anchorSourceX
* @type Float
*/
anchorSourceX: 0,
/**
* Vertical position on the source body
*
* @property anchorSourceY
* @type Float
*/
anchorSourceY: 0,
/**
* Whether the joint limits will be active
*
* @property enableLimit
* @type Boolean
*/
enableLimit: false,
/**
* Angle for the lower limit
*
* @property lowerAngle
* @type Float
*/
lowerAngle: 0,
/**
* Angle for the upper limit
*
* @property upperAngle
* @type Float
*/
upperAngle: 0,
/**
* Whether the joint motor will be active
*
* @property enableMotor
* @type Boolean
*/
enableMotor: false,
/**
* The target speed of the joint motor
*
* Positive for counter clockwise, negative for clockwise
*
* @property motorSpeed
* @type Float
*/
motorSpeed: 0,
/**
* Motor torque
*
* The maximum allowable torque the motor can use.
* A torque too weak won't be able to move the bodies.
*
* @property maxMotorTorque
* @type Float
*/
maxMotorTorque: 10
});