Class b2RevoluteJointDef

Revolute joint definition. This requires defining an anchor point where the bodies are joined. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. You also need to specify the initial relative angle for joint limits. This helps when saving and loading a game. The local anchor points are measured from the body's origin rather than the center of mass because: 1. you might not know where the center of mass will be. 2. if you add/remove shapes from a body and recompute the mass, the joints will be broken.

Hierarchy

Index

Constructor methods

Properties

Methods

Constructor methods

constructor(): b2RevoluteJointDef

Constructor.

Returns

b2RevoluteJointDef

Properties

public bodyA: b2Body

The first attached body.

public bodyB: b2Body

The second attached body.

public collideConnected: boolean

Set this flag to true if the attached bodies should collide.

public enableLimit: boolean

A flag to enable joint limits.

public enableMotor: boolean

A flag to enable the joint motor.

public localAnchorA: b2Vec2

The local anchor point relative to body1's origin.

public localAnchorB: b2Vec2

The local anchor point relative to body2's origin.

public lowerAngle: number

The lower angle for the joint limit (radians).

public maxMotorTorque: number

The maximum motor torque used to achieve the desired motor speed. Usually in N-m.

public motorSpeed: number

The desired motor speed. Usually in radians per second.

public referenceAngle: number

The bodyB angle minus bodyA angle in the reference state (radians).

public type: number

The joint type is set automatically for concrete joint types.

public upperAngle: number

The upper angle for the joint limit (radians).

public userData: any

Use this to attach application specific data to your joints.

Methods

public Initialize(bA: b2Body, bB: b2Body, anchor: b2Vec2)

Initialize the bodies, achors, and reference angle using the world anchor.

Parameters