PrismaticJointDef class

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.

@warning at least one body should by dynamic with a non-fixed rotation.





bodyA Body
The first attached body.
read / write, inherited
bodyB Body
The second attached body.
read / write, inherited
collideConnected bool
Set this flag to true if the attached bodies should collide.
read / write, inherited
enableLimit bool
Enable/disable the joint limit.
read / write
enableMotor bool
Enable/disable the joint motor.
read / write
hashCode int
The hash code for this object. [...]
read-only, inherited
localAnchorA Vector2
The local anchor point relative to body1's origin.
localAnchorB Vector2
The local anchor point relative to body2's origin.
localAxisA Vector2
The local translation axis in body1.
lowerTranslation double
The lower translation limit, usually in meters.
read / write
maxMotorForce double
The maximum motor torque, usually in N-m.
read / write
motorSpeed double
The desired motor speed in radians per second.
read / write
referenceAngle double
The constrained angle between the bodies: body2_angle - body1_angle.
read / write
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited
type JointType
The joint type is set automatically for concrete joint types.
read / write, inherited
upperTranslation double
The upper translation limit, usually in meters.
read / write
userData Object
Use this to attach application specific data to your joints.
read / write, inherited


initialize(Body b1, Body b2, Vector2 anchor, Vector2 axis) → void
Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
toString() String
A string representation of this object. [...]


operator ==(Object other) bool
The equality operator. [...]