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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