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.
Constructor.
The first attached body.
The second attached body.
Set this flag to true if the attached bodies should collide.
Enable/disable the joint limit.
Enable/disable the joint motor.
The local anchor point relative to body1's origin.
The local anchor point relative to body2's origin.
The local translation axis in body1.
The lower translation limit, usually in meters.
The maximum motor torque, usually in N-m.
The desired motor speed in radians per second.
The constrained angle between the bodies: bodyB_angle - bodyA_angle.
The joint type is set automatically for concrete joint types.
The upper translation limit, usually in meters.
Use this to attach application specific data to your joints.
Initialize the joint.