Class b2PrismaticJointDef

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

Constructor methods

Properties

Methods

Constructor methods

constructor(): b2PrismaticJointDef

Constructor.

Returns

b2PrismaticJointDef

Properties

public bodyA: b2Body

The first attached body.

public bodyB: b2Body

The second attached body.

public collideConnected: boolean

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

public enableLimit: boolean

Enable/disable the joint limit.

public enableMotor: boolean

Enable/disable the joint motor.

public localAnchorA: b2Vec2

The local anchor point relative to body1's origin.

public localAnchorB: b2Vec2

The local anchor point relative to body2's origin.

public localAxisA: b2Vec2

The local translation axis in body1.

public lowerTranslation: number

The lower translation limit, usually in meters.

public maxMotorForce: number

The maximum motor torque, usually in N-m.

public motorSpeed: number

The desired motor speed in radians per second.

public referenceAngle: number

The constrained angle between the bodies: bodyB_angle - bodyA_angle.

public type: number

The joint type is set automatically for concrete joint types.

public upperTranslation: number

The upper translation limit, usually in meters.

public userData: any

Use this to attach application specific data to your joints.

Methods

public Initialize(bA: b2Body, bB: b2Body, anchor: b2Vec2, axis: b2Vec2)

Initialize the joint.

Parameters