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    Box2D 2.4.1
    
   A 2D physics engine for games 
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#include <b2_prismatic_joint.h>
  
Public Member Functions | |
| void | Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis) | 
Public Attributes | |
| b2Vec2 | localAnchorA | 
| The local anchor point relative to bodyA's origin.  | |
| b2Vec2 | localAnchorB | 
| The local anchor point relative to bodyB's origin.  | |
| b2Vec2 | localAxisA | 
| The local translation unit axis in bodyA.  | |
| float | referenceAngle | 
| The constrained angle between the bodies: bodyB_angle - bodyA_angle.  | |
| bool | enableLimit | 
| Enable/disable the joint limit.  | |
| float | lowerTranslation | 
| The lower translation limit, usually in meters.  | |
| float | upperTranslation | 
| The upper translation limit, usually in meters.  | |
| bool | enableMotor | 
| Enable/disable the joint motor.  | |
| float | maxMotorForce | 
| The maximum motor torque, usually in N-m.  | |
| float | motorSpeed | 
| The desired motor speed in radians per second.  | |
  Public Attributes inherited from b2JointDef | |
| b2JointType | type | 
| The joint type is set automatically for concrete joint types.  | |
| b2JointUserData | userData | 
| Use this to attach application specific data to your joints.  | |
| b2Body * | bodyA | 
| The first attached body.  | |
| b2Body * | bodyB | 
| The second attached body.  | |
| bool | collideConnected | 
| Set this flag to true if the attached bodies should collide.  | |
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.
| void b2PrismaticJointDef::Initialize | ( | b2Body * | bodyA, | 
| b2Body * | bodyB, | ||
| const b2Vec2 & | anchor, | ||
| const b2Vec2 & | axis | ||
| ) | 
Initialize the bodies, anchors, axis, and reference angle using the world anchor and unit world axis.