Class

# SCNPhysicsSliderJoint

A physics behavior that connects two bodies and allows them to slide against each other and rotate around their connecting points.

## Overview

A slider joint can have zero, one, or two degrees of freedom depending on whether you allow it to slide or rotate. You can also use a slider joint to pin a body so that it can move only by sliding a specific axis in the coordinate space of the node containing it. You can also use a slider joint as a motor, applying a force or torque to the bodies it connects.

## Topics

### Creating a Slider Joint

`init(body: SCNPhysicsBody, axis: SCNVector3, anchor: SCNVector3)`

Creates a slider joint that anchors a single physics body in space and allows it to slide along a specific axis.

### Managing the Characteristics of a Slider Joint

`var bodyA: SCNPhysicsBody`

The first physics body connected by the joint.

`var axisA: SCNVector3`

The axis along which the first body can slide, relative to the node containing it.

`var anchorA: SCNVector3`

The point at which the joint connects, relative to the node containing the first body.

`var bodyB: SCNPhysicsBody?`

The second physics body connected by the joint.

`var axisB: SCNVector3`

The axis along which the second body can slide, relative to the node containing it.

`var anchorB: SCNVector3`

The point at which the joint connects, relative to the node containing the second body.

### Limiting the Motion of a Slider Joint

`var minimumLinearLimit: CGFloat`

The minimum distance between the anchor points of the two bodies, relative to their initial positions.

`var maximumLinearLimit: CGFloat`

The maximum distance between the anchor points of the two bodies, relative to their initial positions.

`var minimumAngularLimit: CGFloat`

The minimum rotation angle between the two bodies, measured in radians relative to their initial orientations.

`var maximumAngularLimit: CGFloat`

The maximum rotation angle between the two bodies, measured in radians relative to their initial orientations.

### Applying Forces and Torques

`var motorTargetLinearVelocity: CGFloat`

The velocity at which the joint’s connected bodies should slide.

`var motorMaximumForce: CGFloat`

The maximum linear force that the joint can apply to its connected bodies, in newtons.

`var motorTargetAngularVelocity: CGFloat`

The angular velocity at which the joint’s connected bodies should rotate around it.

`var motorMaximumTorque: CGFloat`

The maximum torque that the joint can apply to its connected bodies, in newton-meters.

## Relationships

### Conforms To

`class SCNPhysicsHingeJoint`
`class SCNPhysicsBallSocketJoint`