com.badlogic.gdx.physics.box2d.joints
Class PrismaticJointDef

java.lang.Object
  extended by com.badlogic.gdx.physics.box2d.JointDef
      extended by com.badlogic.gdx.physics.box2d.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.


Nested Class Summary
 
Nested classes/interfaces inherited from class com.badlogic.gdx.physics.box2d.JointDef
JointDef.JointType
 
Field Summary
 boolean enableLimit
          Enable/disable the joint limit.
 boolean enableMotor
          Enable/disable the joint motor.
 Vector2 localAnchorA
          The local anchor point relative to body1's origin.
 Vector2 localAnchorB
          The local anchor point relative to body2's origin.
 Vector2 localAxisA
          The local translation axis in body1.
 float lowerTranslation
          The lower translation limit, usually in meters.
 float maxMotorForce
          The maximum motor torque, usually in N-m.
 float motorSpeed
          The desired motor speed in radians per second.
 float referenceAngle
          The constrained angle between the bodies: body2_angle - body1_angle.
 float upperTranslation
          The upper translation limit, usually in meters.
 
Fields inherited from class com.badlogic.gdx.physics.box2d.JointDef
bodyA, bodyB, collideConnected, type
 
Constructor Summary
PrismaticJointDef()
           
 
Method Summary
 void initialize(Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis)
          Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
 
Methods inherited from class java.lang.Object
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

localAnchorA

public final Vector2 localAnchorA
The local anchor point relative to body1's origin.


localAnchorB

public final Vector2 localAnchorB
The local anchor point relative to body2's origin.


localAxisA

public final Vector2 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 Detail

PrismaticJointDef

public PrismaticJointDef()
Method Detail

initialize

public void initialize(Body bodyA,
                       Body bodyB,
                       Vector2 anchor,
                       Vector2 axis)
Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.



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