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PrismaticJoint (libgdx API)
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  SUMMARY:&nbsp;NESTED&nbsp;|&nbsp;<A HREF="#fields_inherited_from_class_com.badlogic.gdx.physics.box2d.Joint">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_summary">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_summary">METHOD</A></FONT></TD>
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com.badlogic.gdx.physics.box2d.joints</FONT>
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<BR>
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Class PrismaticJoint</H2>
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<PRE>
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java.lang.Object
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  <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">com.badlogic.gdx.physics.box2d.Joint</A>
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      <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.joints.PrismaticJoint</B>
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</PRE>
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<DL>
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<DT><PRE>public class <B>PrismaticJoint</B><DT>extends <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">Joint</A></DL>
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</PRE>
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<P>
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A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in body1. Relative rotation is
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 prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint
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 friction.
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<P>
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<!-- =========== FIELD SUMMARY =========== -->
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<B>Field Summary</B></FONT></TH>
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&nbsp;<A NAME="fields_inherited_from_class_com.badlogic.gdx.physics.box2d.Joint"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TH ALIGN="left"><B>Fields inherited from class com.badlogic.gdx.physics.box2d.<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">Joint</A></B></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html#addr">addr</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html#jointEdgeA">jointEdgeA</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html#jointEdgeB">jointEdgeB</A></CODE></TD>
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</TR>
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</TABLE>
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&nbsp;
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<A NAME="constructor_summary"><!-- --></A>
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<B>Constructor Summary</B></FONT></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#PrismaticJoint(com.badlogic.gdx.physics.box2d.World, long)">PrismaticJoint</A></B>(<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/World.html" title="class in com.badlogic.gdx.physics.box2d">World</A>&nbsp;world,
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               long&nbsp;addr)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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&nbsp;
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<!-- ========== METHOD SUMMARY =========== -->
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<B>Method Summary</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#enableLimit(boolean)">enableLimit</A></B>(boolean&nbsp;flag)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Enable/disable the joint limit.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#enableMotor(boolean)">enableMotor</A></B>(boolean&nbsp;flag)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Enable/disable the joint motor.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#getJointSpeed()">getJointSpeed</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the current joint translation speed, usually in meters per second.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#getJointTranslation()">getJointTranslation</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the current joint translation, usually in meters.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#getLowerLimit()">getLowerLimit</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the lower joint limit, usually in meters.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#getMotorForce(float)">getMotorForce</A></B>(float&nbsp;invDt)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the current motor force given the inverse time step, usually in N.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#getMotorSpeed()">getMotorSpeed</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the motor speed, usually in meters per second.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#getUpperLimit()">getUpperLimit</A></B>()</CODE>
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<BR>
235
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the upper joint limit, usually in meters.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#isLimitEnabled()">isLimitEnabled</A></B>()</CODE>
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242
<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Is the joint limit enabled?</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#isMotorEnabled()">isMotorEnabled</A></B>()</CODE>
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<BR>
251
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Is the joint motor enabled?</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#setLimits(float, float)">setLimits</A></B>(float&nbsp;lower,
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          float&nbsp;upper)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set the joint limits, usually in meters.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#setMaxMotorForce(float)">setMaxMotorForce</A></B>(float&nbsp;force)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set the maximum motor force, usually in N.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html#setMotorSpeed(float)">setMotorSpeed</A></B>(float&nbsp;speed)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set the motor speed, usually in meters per second.</TD>
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</TR>
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</TABLE>
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&nbsp;<A NAME="methods_inherited_from_class_com.badlogic.gdx.physics.box2d.Joint"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
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<TH ALIGN="left"><B>Methods inherited from class com.badlogic.gdx.physics.box2d.<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">Joint</A></B></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html#getAnchorA()">getAnchorA</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html#getAnchorB()">getAnchorB</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html#getBodyA()">getBodyA</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html#getBodyB()">getBodyB</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html#getReactionForce(float)">getReactionForce</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html#getReactionTorque(float)">getReactionTorque</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html#getType()">getType</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Joint.html#isActive()">isActive</A></CODE></TD>
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</TR>
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</TABLE>
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&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
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<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
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</TR>
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</TABLE>
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&nbsp;
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<P>
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<!-- ========= CONSTRUCTOR DETAIL ======== -->
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<A NAME="constructor_detail"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
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<B>Constructor Detail</B></FONT></TH>
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</TR>
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</TABLE>
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<A NAME="PrismaticJoint(com.badlogic.gdx.physics.box2d.World, long)"><!-- --></A><H3>
311
PrismaticJoint</H3>
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<PRE>
313
public <B>PrismaticJoint</B>(<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/World.html" title="class in com.badlogic.gdx.physics.box2d">World</A>&nbsp;world,
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                      long&nbsp;addr)</PRE>
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<DL>
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</DL>
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<!-- ============ METHOD DETAIL ========== -->
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<A NAME="method_detail"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
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<B>Method Detail</B></FONT></TH>
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</TR>
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</TABLE>
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328
<A NAME="getJointTranslation()"><!-- --></A><H3>
329
getJointTranslation</H3>
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<PRE>
331
public float <B>getJointTranslation</B>()</PRE>
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<DL>
333
<DD>Get the current joint translation, usually in meters.
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<P>
335
<DD><DL>
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</DL>
337
</DD>
338
</DL>
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<HR>
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341
<A NAME="getJointSpeed()"><!-- --></A><H3>
342
getJointSpeed</H3>
343
<PRE>
344
public float <B>getJointSpeed</B>()</PRE>
345
<DL>
346
<DD>Get the current joint translation speed, usually in meters per second.
347
<P>
348
<DD><DL>
349
</DL>
350
</DD>
351
</DL>
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<HR>
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354
<A NAME="isLimitEnabled()"><!-- --></A><H3>
355
isLimitEnabled</H3>
356
<PRE>
357
public boolean <B>isLimitEnabled</B>()</PRE>
358
<DL>
359
<DD>Is the joint limit enabled?
360
<P>
361
<DD><DL>
362
</DL>
363
</DD>
364
</DL>
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<HR>
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367
<A NAME="enableLimit(boolean)"><!-- --></A><H3>
368
enableLimit</H3>
369
<PRE>
370
public void <B>enableLimit</B>(boolean&nbsp;flag)</PRE>
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<DL>
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<DD>Enable/disable the joint limit.
373
<P>
374
<DD><DL>
375
</DL>
376
</DD>
377
</DL>
378
<HR>
379
 
380
<A NAME="getLowerLimit()"><!-- --></A><H3>
381
getLowerLimit</H3>
382
<PRE>
383
public float <B>getLowerLimit</B>()</PRE>
384
<DL>
385
<DD>Get the lower joint limit, usually in meters.
386
<P>
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<DD><DL>
388
</DL>
389
</DD>
390
</DL>
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<HR>
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393
<A NAME="getUpperLimit()"><!-- --></A><H3>
394
getUpperLimit</H3>
395
<PRE>
396
public float <B>getUpperLimit</B>()</PRE>
397
<DL>
398
<DD>Get the upper joint limit, usually in meters.
399
<P>
400
<DD><DL>
401
</DL>
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</DD>
403
</DL>
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<HR>
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<A NAME="setLimits(float, float)"><!-- --></A><H3>
407
setLimits</H3>
408
<PRE>
409
public void <B>setLimits</B>(float&nbsp;lower,
410
                      float&nbsp;upper)</PRE>
411
<DL>
412
<DD>Set the joint limits, usually in meters.
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<P>
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<DD><DL>
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</DL>
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</DD>
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</DL>
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<HR>
419
 
420
<A NAME="isMotorEnabled()"><!-- --></A><H3>
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isMotorEnabled</H3>
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<PRE>
423
public boolean <B>isMotorEnabled</B>()</PRE>
424
<DL>
425
<DD>Is the joint motor enabled?
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<P>
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<DD><DL>
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</DL>
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</DD>
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</DL>
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<HR>
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<A NAME="enableMotor(boolean)"><!-- --></A><H3>
434
enableMotor</H3>
435
<PRE>
436
public void <B>enableMotor</B>(boolean&nbsp;flag)</PRE>
437
<DL>
438
<DD>Enable/disable the joint motor.
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<P>
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<DD><DL>
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</DL>
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</DD>
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</DL>
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<HR>
445
 
446
<A NAME="setMotorSpeed(float)"><!-- --></A><H3>
447
setMotorSpeed</H3>
448
<PRE>
449
public void <B>setMotorSpeed</B>(float&nbsp;speed)</PRE>
450
<DL>
451
<DD>Set the motor speed, usually in meters per second.
452
<P>
453
<DD><DL>
454
</DL>
455
</DD>
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</DL>
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<HR>
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459
<A NAME="getMotorSpeed()"><!-- --></A><H3>
460
getMotorSpeed</H3>
461
<PRE>
462
public float <B>getMotorSpeed</B>()</PRE>
463
<DL>
464
<DD>Get the motor speed, usually in meters per second.
465
<P>
466
<DD><DL>
467
</DL>
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</DD>
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</DL>
470
<HR>
471
 
472
<A NAME="setMaxMotorForce(float)"><!-- --></A><H3>
473
setMaxMotorForce</H3>
474
<PRE>
475
public void <B>setMaxMotorForce</B>(float&nbsp;force)</PRE>
476
<DL>
477
<DD>Set the maximum motor force, usually in N.
478
<P>
479
<DD><DL>
480
</DL>
481
</DD>
482
</DL>
483
<HR>
484
 
485
<A NAME="getMotorForce(float)"><!-- --></A><H3>
486
getMotorForce</H3>
487
<PRE>
488
public float <B>getMotorForce</B>(float&nbsp;invDt)</PRE>
489
<DL>
490
<DD>Get the current motor force given the inverse time step, usually in N.
491
<P>
492
<DD><DL>
493
</DL>
494
</DD>
495
</DL>
496
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