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Interface: PrismaticJointOpt

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

Extended by

Properties

collideConnected?

optional collideConnected: boolean

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

Inherited from

JointOpt.collideConnected


enableLimit?

optional enableLimit: boolean

Enable/disable the joint limit.


enableMotor?

optional enableMotor: boolean

Enable/disable the joint motor.


lowerTranslation?

optional lowerTranslation: number

The lower translation limit, usually in meters.


maxMotorForce?

optional maxMotorForce: number

The maximum motor torque, usually in N-m.


motorSpeed?

optional motorSpeed: number

The desired motor speed in radians per second.


style?

optional style: Style

Styling for dev-tools.

Inherited from

JointOpt.style


upperTranslation?

optional upperTranslation: number

The upper translation limit, usually in meters.


userData?

optional userData: any

Use this to attach application specific data to your joints.

Inherited from

JointOpt.userData