Class PrismaticJointDef

java.lang.Object
org.jbox2d.dynamics.joints.JointDef
org.jbox2d.dynamics.joints.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.
Author:
Daniel
  • Field Details

    • 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 Details

    • PrismaticJointDef

      public PrismaticJointDef()
  • Method Details

    • 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.