/LÖVE

# love.physics.newPrismaticJoint

Creates a PrismaticJoint between two bodies.

A prismatic joint constrains two bodies to move relatively to each other on a specified axis. It does not allow for relative rotation. Its definition and operation are similar to a revolute joint, but with translation and force substituted for angle and torque.

## Function

Available since LÖVE 0.8.0
This variant is not supported in earlier versions.

### Synopsis

`joint = love.physics.newPrismaticJoint( body1, body2, x, y, ax, ay, collideConnected )`

### Arguments

`Body body1`
The first body to connect with a prismatic joint.
`Body body2`
The second body to connect with a prismatic joint.
`number x`
The x coordinate of the anchor point.
`number y`
The y coordinate of the anchor point.
`number ax`
The x coordinate of the axis vector.
`number ay`
The y coordinate of the axis vector.
`boolean collideConnected (false)`
Specifies whether the two bodies should collide with each other.

### Returns

`PrismaticJoint joint`
The new prismatic joint.

## Function

Available since LÖVE 0.8.0
This variant is not supported in earlier versions.

### Synopsis

`joint = love.physics.newPrismaticJoint( body1, body2, x1, y1, x2, y2, ax, ay, collideConnected )`

### Arguments

`Body body1`
The first body to connect with a prismatic joint.
`Body body2`
The second body to connect with a prismatic joint.
`number x1`
The x coordinate of the first anchor point.
`number y1`
The y coordinate of the first anchor point.
`number x2`
The x coordinate of the second anchor point.
`number y2`
The y coordinate of the second anchor point.
`number ax`
The x coordinate of the axis unit vector.
`number ay`
The y coordinate of the axis unit vector.
`boolean collideConnected (false)`
Specifies whether the two bodies should collide with each other.

### Returns

`PrismaticJoint joint`
The new prismatic joint.

## Function

Available since LÖVE 0.10.2
This variant is not supported in earlier versions.

### Synopsis

`joint = love.physics.newPrismaticJoint( body1, body2, x1, y1, x2, y2, ax, ay, collideConnected, referenceAngle )`

### Arguments

`Body body1`
The first body to connect with a prismatic joint.
`Body body2`
The second body to connect with a prismatic joint.
`number x1`
The x coordinate of the first anchor point.
`number y1`
The y coordinate of the first anchor point.
`number x2`
The x coordinate of the second anchor point.
`number y2`
The y coordinate of the second anchor point.
`number ax`
The x coordinate of the axis unit vector.
`number ay`
The y coordinate of the axis unit vector.
`boolean collideConnected (false)`
Specifies whether the two bodies should collide with each other.
`number referenceAngle (0)`
The reference angle between body1 and body2, in radians.

### Returns

`PrismaticJoint joint`
The new prismatic joint.

## Function

Removed in LÖVE 0.8.0
This variant is not supported in that and later versions.

### Synopsis

`joint = love.physics.newPrismaticJoint( body1, body2, x, y, ax, ay )`

### Arguments

`Body body1`
The first body to connect with a prismatic joint.
`Body body2`
The second body to connect with a prismatic joint.
`number x`
The x coordinate of the anchor point.
`number y`
The y coordinate of the anchor point.
`number ax`
The x coordinate of the axis unit vector.
`number ay`
The y coordinate of the axis unit vector.

### Returns

`PrismaticJoint joint`
The new prismatic joint.