planck-js
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2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development
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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
- [`JointOpt`](/api/interfaces/JointOpt)
## Extended by
- [`PrismaticJointDef`](/api/interfaces/PrismaticJointDef)
## Properties
### collideConnected?
> `optional` **collideConnected**: `boolean`
Set this flag to true if the attached bodies
should collide.
#### Inherited from
[`JointOpt`](/api/interfaces/JointOpt).[`collideConnected`](/api/interfaces/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`](/api/interfaces/Style)
Styling for dev-tools.
#### Inherited from
[`JointOpt`](/api/interfaces/JointOpt).[`style`](/api/interfaces/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`](/api/interfaces/JointOpt).[`userData`](/api/interfaces/JointOpt#userdata)