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Prismatic 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.

Hierarchy

Index

Constructors

Properties

bodyA: b2Body

The first attached body.

bodyB: b2Body

The second attached body.

collideConnected: boolean

Set this flag to true if the attached bodies should collide.

enableLimit: boolean

Enable/disable the joint limit.

enableMotor: boolean

Enable/disable the joint motor.

localAnchorA: b2Vec2

The local anchor point relative to body1's origin.

localAnchorB: b2Vec2

The local anchor point relative to body2's origin.

localAxisA: b2Vec2

The local translation axis in body1.

lowerTranslation: number

The lower translation limit, usually in meters.

maxMotorForce: number

The maximum motor torque, usually in N-m.

motorSpeed: number

The desired motor speed in radians per second.

referenceAngle: number

The constrained angle between the bodies: bodyB_angle - bodyA_angle.

type: number

The joint type is set automatically for concrete joint types.

upperTranslation: number

The upper translation limit, usually in meters.

userData: any

Use this to attach application specific data to your joints.

Methods

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