=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