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Interface: PrismaticJointDef
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.
Extends
Properties
bodyA
bodyA:
Body
The first attached body.
Inherited from
bodyB
bodyB:
Body
The second attached body.
Inherited from
collideConnected?
optionalcollideConnected:boolean
Set this flag to true if the attached bodies should collide.
Inherited from
enableLimit?
optionalenableLimit:boolean
Enable/disable the joint limit.
Inherited from
enableMotor?
optionalenableMotor:boolean
Enable/disable the joint motor.
Inherited from
localAnchorA
localAnchorA:
Vec2Value
The local anchor point relative to bodyA's origin.
localAnchorB
localAnchorB:
Vec2Value
The local anchor point relative to bodyB's origin.
localAxisA
localAxisA:
Vec2Value
The local translation unit axis in bodyA.
lowerTranslation?
optionallowerTranslation:number
The lower translation limit, usually in meters.
Inherited from
PrismaticJointOpt.lowerTranslation
maxMotorForce?
optionalmaxMotorForce:number
The maximum motor torque, usually in N-m.
Inherited from
PrismaticJointOpt.maxMotorForce
motorSpeed?
optionalmotorSpeed:number
The desired motor speed in radians per second.
Inherited from
referenceAngle?
optionalreferenceAngle:number
referenceAngle The constrained angle between the bodies: bodyB_angle - bodyA_angle.
style?
optionalstyle:Style
Styling for dev-tools.
Inherited from
upperTranslation?
optionalupperTranslation:number
The upper translation limit, usually in meters.
Inherited from
PrismaticJointOpt.upperTranslation
userData?
optionaluserData:any
Use this to attach application specific data to your joints.