
=head1 NAME

Box2D::b2FrictionJointDef - Friction joint definition.

=head1 SYNOPSIS

  my $joint_def = Box2D::b2FrictionJointDef->new();
  $joint_def->Initialize( $body_a, $body_b, $anchor );
  $joint_def->maxForce( $max_force );
  $joint_def->maxTorque( $max_torque );
  my $joint = $world->CreateJoint( $joint_def );

=head1 DESCRIPTION

Friction joint definition.

=head1 METHODS

=head2 new()

Default constructor.

Returns a C<Box2D::b2FrictionJointDef>

=head2 Initialize( $bodyA, $bodyB, $anchor )

Initialize the bodies, anchors, axis, and reference angle using the
world anchor and world axis.

Parameters:

=over 4

=item * C<Box2D::b2Body> C<$bodyA>

=item * C<Box2D::b2Body> C<$bodyB>

=item * C<Box2D::b2Vec2> C<$anchor>

=back

=head2 localAnchorA()

=head2 localAnchorA( $localAnchorA )

The local anchor point relative to bodyA's origin.

Parameters:

=over 4

=item * C<Box2D::b2Vec2> C<$localAnchorA> (optional)

=back

Returns a C<Box2D::b2Vec2>

=head2 localAnchorB()

=head2 localAnchorB( $localAnchorB )

The local anchor point relative to bodyB's origin.

Parameters:

=over 4

=item * C<Box2D::b2Vec2> C<$localAnchorB> (optional)

=back

Returns a C<Box2D::b2Vec2>

=head2 maxForce()

=head2 maxForce( $maxForce )

The maximum friction force in N.

Parameters:

=over 4

=item * C<float32> C<$maxForce> (optional)

=back

Returns a C<float32>

=head2 maxTorque()

=head2 maxTorque( $maxTorque )

The maximum friction torque in N-m.

Parameters:

=over 4

=item * C<float32> C<$maxTorque> (optional)

=back

Returns a C<float32>

=head1 SEE ALSO

=over 4

=item * L<Box2D>

=item * L<Box2D::b2JointDef>

=item * L<Box2D::b2FrictionJoint>

=item * L<Box2D::b2World>

=back

=head1 BUGS

See L<Box2D/BUGS>

=head1 AUTHORS

See L<Box2D/AUTHORS>

=head1 COPYRIGHT & LICENSE

See L<Box2D/"COPYRIGHT & LICENSE">

=cut
