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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.Joints
Assembly: NeoAxis.Core (in NeoAxis.Core.dll) Version: 2026.1.1.0 (2026.1.1.0)
Syntax
C#
public 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