Local anchor offset on bodyA.
Local anchor offset on bodyB, or world-space anchor if bodyB is null.
The primary Object3D entity constrained by this joint.
The secondary Object3D entity, or null to anchor bodyA to static world space.
Maximum force or impulse threshold before joint rupture.
Whether collision response between bodyA and bodyB is enabled.
Whether the joint is actively evaluated during physics simulation ticks.
Whether the joint has exceeded breakForce and ruptured.
ProtectedisTrue when every dynamic body connected by this joint is currently asleep (static bodies do not count). A fully-asleep joint has nothing to solve: both endpoints are frozen, so the solve can be skipped without waking them. This mirrors the collision solver, which only applies impulses to approaching contacts and therefore never re-wakes settled bodies.
OptionalapplyOptional pre-solve hook to accumulate continuous forces (e.g. Hookean spring tension).
Fixed substep delta time in seconds.
Solves positional drift and geometric error projection to prevent numerical stretching.
Solves velocity constraints using Projected Gauss-Seidel iterations.
Fixed substep delta time in seconds.
Spherical 3-DOF Point-to-Point constraint locking two anchor points together while permitting free 3D rotation.