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    Interface PrismaticJointDescriptor

    A slider: one translational degree of freedom along PrismaticJointDescriptor.axis (§28 "prismatic/slider"). Both dimensions.

    interface PrismaticJointDescriptor {
        anchorA?: Vector3Input;
        anchorB?: Vector3Input;
        axis: Vector3Input;
        bodyA: PhysicsBodyHandle;
        bodyB: PhysicsBodyHandle;
        breakForce?: number;
        breakTorque?: number;
        collisionEnabled?: boolean;
        limits?: JointLimits;
        motor?: LinearJointMotor;
        type: "prismatic";
    }

    Hierarchy (View Summary)

    Index
    anchorA?: Vector3Input

    Attachment point in bodyA's local frame. Defaults to its origin.

    anchorB?: Vector3Input

    Attachment point in bodyB's local frame. Defaults to its origin.

    Slide axis in bodyA's local frame. Required in both dimensions — a slider with no direction has nothing to slide along — and must lie in the XY plane in a "2d" world (§21), which is the mirror image of the revolute rule.

    First constrained body. Must differ from JointDescriptorBase.bodyB.

    Second constrained body.

    breakForce?: number

    Reaction force, in newtons, above which the joint breaks (§28 "break force"). Omitted means the joint never breaks under load.

    Enforced by PhysicsWorld, not by the solver (plan P6-2): the world reads the joint's reaction impulse after every fixed step, divides by the step delta, and destroys the joint when the magnitude exceeds this value — strictly, so a joint sitting exactly at its threshold survives. Requires an adapter that reports reactions (SolverJointAccess.reportsJointReactions); addJoint refuses a breakable joint on an adapter that does not, rather than accepting a threshold it can never enforce.

    breakTorque?: number

    Reaction torque, in newton-metres, above which the joint breaks (§28 "break torque"). See JointDescriptorBase.breakForce; either threshold alone is enough to break the joint.

    collisionEnabled?: boolean

    Whether the two jointed bodies still collide with each other (§28 "collision enable/disable"). Defaults to false, the usual choice for bodies that overlap by construction.

    limits?: JointLimits

    Travel in metres, or unlimited when omitted (§28 "limits").

    Velocity motor along the axis, or none when omitted (§28 "motors").

    type: "prismatic"