| Box2D 2.2.1 A 2D Physics Engine for Games

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Public Member Functions | Public Attributes
b2PrismaticJointDef Struct Reference

`#include <b2PrismaticJoint.h>`

Inheritance diagram for b2PrismaticJointDef:

List of all members.

## 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.
float32 | referenceAngle
| The constrained angle between the bodies: bodyB_angle - bodyA_angle.
bool | enableLimit
| Enable/disable the joint limit.
float32 | lowerTranslation
| The lower translation limit, usually in meters.
float32 | upperTranslation
| The upper translation limit, usually in meters.
bool | enableMotor
| Enable/disable the joint motor.
float32 | maxMotorForce
| The maximum motor torque, usually in N-m.
float32 | motorSpeed
| The desired motor speed in radians per second.

## Detailed Description

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.

## Member Function Documentation

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.

The documentation for this struct was generated from the following files:

- b2PrismaticJoint.h
- b2PrismaticJoint.cpp

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