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PrismaticJointDef (libgdx API)
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                                libgdx API
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&nbsp;<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJoint.html" title="class in com.badlogic.gdx.physics.box2d.joints"><B>PREV CLASS</B></A>&nbsp;
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  SUMMARY:&nbsp;<A HREF="#nested_classes_inherited_from_class_com.badlogic.gdx.physics.box2d.JointDef">NESTED</A>&nbsp;|&nbsp;<A HREF="#field_summary">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_summary">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_summary">METHOD</A></FONT></TD>
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DETAIL:&nbsp;<A HREF="#field_detail">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_detail">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_detail">METHOD</A></FONT></TD>
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<!-- ======== START OF CLASS DATA ======== -->
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<H2>
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com.badlogic.gdx.physics.box2d.joints</FONT>
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<BR>
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Class PrismaticJointDef</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/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">com.badlogic.gdx.physics.box2d.JointDef</A>
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      <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.joints.PrismaticJointDef</B>
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</PRE>
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<DL>
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<DT><PRE>public class <B>PrismaticJointDef</B><DT>extends <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></DL>
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</PRE>
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<P>
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Prismatic joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses
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 local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint
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 translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when
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 saving and loading a game.
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<P>
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<!-- ======== NESTED CLASS SUMMARY ======== -->
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<B>Nested Class Summary</B></FONT></TH>
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</TABLE>
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&nbsp;<A NAME="nested_classes_inherited_from_class_com.badlogic.gdx.physics.box2d.JointDef"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TH ALIGN="left"><B>Nested classes/interfaces inherited from class com.badlogic.gdx.physics.box2d.<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</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/JointDef.JointType.html" title="enum in com.badlogic.gdx.physics.box2d">JointDef.JointType</A></CODE></TD>
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</TR>
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&nbsp;
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<!-- =========== FIELD SUMMARY =========== -->
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<A NAME="field_summary"><!-- --></A>
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Field Summary</B></FONT></TH>
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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/PrismaticJointDef.html#enableLimit">enableLimit</A></B></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;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJointDef.html#enableMotor">enableMotor</A></B></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;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJointDef.html#localAnchorA">localAnchorA</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The local anchor point relative to body1's origin.</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;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJointDef.html#localAnchorB">localAnchorB</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The local anchor point relative to body2's origin.</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;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJointDef.html#localAxisA">localAxisA</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The local translation axis in body1.</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/PrismaticJointDef.html#lowerTranslation">lowerTranslation</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The lower translation 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/PrismaticJointDef.html#maxMotorForce">maxMotorForce</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The maximum motor torque, usually in N-m.</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/PrismaticJointDef.html#motorSpeed">motorSpeed</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The desired motor speed in radians 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/PrismaticJointDef.html#referenceAngle">referenceAngle</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The constrained angle between the bodies: body2_angle - body1_angle.</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/PrismaticJointDef.html#upperTranslation">upperTranslation</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The upper translation limit, usually in meters.</TD>
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</TR>
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</TABLE>
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&nbsp;<A NAME="fields_inherited_from_class_com.badlogic.gdx.physics.box2d.JointDef"><!-- --></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>Fields inherited from class com.badlogic.gdx.physics.box2d.<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</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/JointDef.html#bodyA">bodyA</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#bodyB">bodyB</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#collideConnected">collideConnected</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#type">type</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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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Constructor Summary</B></FONT></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/PrismaticJointDef.html#PrismaticJointDef()">PrismaticJointDef</A></B>()</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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</TABLE>
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&nbsp;
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<!-- ========== METHOD SUMMARY =========== -->
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<A NAME="method_summary"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Method Summary</B></FONT></TH>
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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/PrismaticJointDef.html#initialize(com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2)">initialize</A></B>(<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyA,
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           <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyB,
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           <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;anchor,
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           <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;axis)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.</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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<!-- ============ FIELD DETAIL =========== -->
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<A NAME="field_detail"><!-- --></A>
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
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<B>Field Detail</B></FONT></TH>
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</TR>
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</TABLE>
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<A NAME="localAnchorA"><!-- --></A><H3>
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localAnchorA</H3>
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<PRE>
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public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localAnchorA</B></PRE>
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<DL>
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<DD>The local anchor point relative to body1's origin.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="localAnchorB"><!-- --></A><H3>
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localAnchorB</H3>
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<PRE>
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public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localAnchorB</B></PRE>
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<DL>
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<DD>The local anchor point relative to body2's origin.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="localAxisA"><!-- --></A><H3>
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localAxisA</H3>
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<PRE>
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public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localAxisA</B></PRE>
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<DL>
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<DD>The local translation axis in body1.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="referenceAngle"><!-- --></A><H3>
343
referenceAngle</H3>
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<PRE>
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public float <B>referenceAngle</B></PRE>
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<DL>
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<DD>The constrained angle between the bodies: body2_angle - body1_angle.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="enableLimit"><!-- --></A><H3>
355
enableLimit</H3>
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<PRE>
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public boolean <B>enableLimit</B></PRE>
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<DL>
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<DD>Enable/disable the joint limit.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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366
<A NAME="lowerTranslation"><!-- --></A><H3>
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lowerTranslation</H3>
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<PRE>
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public float <B>lowerTranslation</B></PRE>
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<DL>
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<DD>The lower translation limit, usually in meters.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="upperTranslation"><!-- --></A><H3>
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upperTranslation</H3>
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<PRE>
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public float <B>upperTranslation</B></PRE>
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<DL>
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<DD>The upper translation limit, usually in meters.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="enableMotor"><!-- --></A><H3>
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enableMotor</H3>
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<PRE>
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public boolean <B>enableMotor</B></PRE>
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<DL>
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<DD>Enable/disable the joint motor.
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<P>
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<DL>
398
</DL>
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</DL>
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<HR>
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402
<A NAME="maxMotorForce"><!-- --></A><H3>
403
maxMotorForce</H3>
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<PRE>
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public float <B>maxMotorForce</B></PRE>
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<DL>
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<DD>The maximum motor torque, usually in N-m.
408
<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="motorSpeed"><!-- --></A><H3>
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motorSpeed</H3>
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<PRE>
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public float <B>motorSpeed</B></PRE>
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<DL>
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<DD>The desired motor speed in radians per second.
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<P>
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<DL>
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</DL>
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</DL>
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<!-- ========= CONSTRUCTOR DETAIL ======== -->
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<A NAME="constructor_detail"><!-- --></A>
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<B>Constructor Detail</B></FONT></TH>
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</TR>
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<A NAME="PrismaticJointDef()"><!-- --></A><H3>
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PrismaticJointDef</H3>
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<PRE>
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public <B>PrismaticJointDef</B>()</PRE>
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<DL>
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</DL>
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<!-- ============ METHOD DETAIL ========== -->
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<A NAME="initialize(com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
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initialize</H3>
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<PRE>
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public void <B>initialize</B>(<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyA,
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                       <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyB,
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                       <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;anchor,
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                       <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;axis)</PRE>
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<DL>
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<DD>Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
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<P>
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<DD><DL>
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</DD>
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