Class PrismaticJointDef


  • public class PrismaticJointDef
    extends JointDef
    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.
    • Field Detail

      • localAnchorA

        public final Vec2 localAnchorA
        The local anchor point relative to body1's origin.
      • localAnchorB

        public final Vec2 localAnchorB
        The local anchor point relative to body2's origin.
      • localAxisA

        public final Vec2 localAxisA
        The local translation axis in body1.
      • referenceAngle

        public float referenceAngle
        The constrained angle between the bodies: body2_angle - body1_angle.
      • enableLimit

        public boolean enableLimit
        Enable/disable the joint limit.
      • lowerTranslation

        public float lowerTranslation
        The lower translation limit, usually in meters.
      • upperTranslation

        public float upperTranslation
        The upper translation limit, usually in meters.
      • enableMotor

        public boolean enableMotor
        Enable/disable the joint motor.
      • maxMotorForce

        public float maxMotorForce
        The maximum motor torque, usually in N-m.
      • motorSpeed

        public float motorSpeed
        The desired motor speed in radians per second.
    • Constructor Detail

      • PrismaticJointDef

        public PrismaticJointDef()
    • Method Detail

      • initialize

        public void initialize​(Body b1,
                               Body b2,
                               Vec2 anchor,
                               Vec2 axis)
        Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.