PrismaticJoint(Body, Body, Vector2, Vector2, Vector2, Boolean) Constructor |
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.
Namespace: Internal.tainicom.Aether.Physics2D.Dynamics.JointsAssembly: NeoAxis.Core (in NeoAxis.Core.dll) Version: 2026.1.1.0 (2026.1.1.0)
Syntaxpublic PrismaticJoint(
Body bodyA,
Body bodyB,
Vector2 anchorA,
Vector2 anchorB,
Vector2 axis,
bool useWorldCoordinates = false
)
Parameters
- bodyA Body
- The first body.
- bodyB Body
- The second body.
- anchorA Vector2
- The first body anchor.
- anchorB Vector2
- The second body anchor.
- axis Vector2
- The axis.
- useWorldCoordinates Boolean (Optional)
- Set to true if you are using world coordinates as anchors.
See Also