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2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development

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# Interface: PrismaticJointDef 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 - [`JointDef`](/api/interfaces/JointDef).[`PrismaticJointOpt`](/api/interfaces/PrismaticJointOpt) ## Properties ### bodyA > **bodyA**: [`Body`](/api/classes/Body) The first attached body. #### Inherited from [`JointDef`](/api/interfaces/JointDef).[`bodyA`](/api/interfaces/JointDef#bodya) *** ### bodyB > **bodyB**: [`Body`](/api/classes/Body) The second attached body. #### Inherited from [`JointDef`](/api/interfaces/JointDef).[`bodyB`](/api/interfaces/JointDef#bodyb) *** ### collideConnected? > `optional` **collideConnected**: `boolean` Set this flag to true if the attached bodies should collide. #### Inherited from [`PrismaticJointOpt`](/api/interfaces/PrismaticJointOpt).[`collideConnected`](/api/interfaces/PrismaticJointOpt#collideconnected) *** ### enableLimit? > `optional` **enableLimit**: `boolean` Enable/disable the joint limit. #### Inherited from [`PrismaticJointOpt`](/api/interfaces/PrismaticJointOpt).[`enableLimit`](/api/interfaces/PrismaticJointOpt#enablelimit) *** ### enableMotor? > `optional` **enableMotor**: `boolean` Enable/disable the joint motor. #### Inherited from [`PrismaticJointOpt`](/api/interfaces/PrismaticJointOpt).[`enableMotor`](/api/interfaces/PrismaticJointOpt#enablemotor) *** ### localAnchorA > **localAnchorA**: [`Vec2Value`](/api/interfaces/Vec2Value) The local anchor point relative to bodyA's origin. *** ### localAnchorB > **localAnchorB**: [`Vec2Value`](/api/interfaces/Vec2Value) The local anchor point relative to bodyB's origin. *** ### localAxisA > **localAxisA**: [`Vec2Value`](/api/interfaces/Vec2Value) The local translation unit axis in bodyA. *** ### lowerTranslation? > `optional` **lowerTranslation**: `number` The lower translation limit, usually in meters. #### Inherited from [`PrismaticJointOpt`](/api/interfaces/PrismaticJointOpt).[`lowerTranslation`](/api/interfaces/PrismaticJointOpt#lowertranslation) *** ### maxMotorForce? > `optional` **maxMotorForce**: `number` The maximum motor torque, usually in N-m. #### Inherited from [`PrismaticJointOpt`](/api/interfaces/PrismaticJointOpt).[`maxMotorForce`](/api/interfaces/PrismaticJointOpt#maxmotorforce) *** ### motorSpeed? > `optional` **motorSpeed**: `number` The desired motor speed in radians per second. #### Inherited from [`PrismaticJointOpt`](/api/interfaces/PrismaticJointOpt).[`motorSpeed`](/api/interfaces/PrismaticJointOpt#motorspeed) *** ### referenceAngle? > `optional` **referenceAngle**: `number` referenceAngle The constrained angle between the bodies: bodyB_angle - bodyA_angle. *** ### style? > `optional` **style**: [`Style`](/api/interfaces/Style) Styling for dev-tools. #### Inherited from [`PrismaticJointOpt`](/api/interfaces/PrismaticJointOpt).[`style`](/api/interfaces/PrismaticJointOpt#style) *** ### upperTranslation? > `optional` **upperTranslation**: `number` The upper translation limit, usually in meters. #### Inherited from [`PrismaticJointOpt`](/api/interfaces/PrismaticJointOpt).[`upperTranslation`](/api/interfaces/PrismaticJointOpt#uppertranslation) *** ### userData? > `optional` **userData**: `any` Use this to attach application specific data to your joints. #### Inherited from [`PrismaticJointOpt`](/api/interfaces/PrismaticJointOpt).[`userData`](/api/interfaces/PrismaticJointOpt#userdata)