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RevoluteJointDef (libgdx API)
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com.badlogic.gdx.physics.box2d.joints</FONT>
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Class RevoluteJointDef</H2>
<PRE>
java.lang.Object
  <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">com.badlogic.gdx.physics.box2d.JointDef</A>
      <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef</B>
</PRE>
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<DT><PRE>public class <B>RevoluteJointDef</B><DT>extends <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></DL>
</PRE>

<P>
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.
<P>

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<TH ALIGN="left"><B>Nested classes/interfaces inherited from class com.badlogic.gdx.physics.box2d.<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></B></TH>
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<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.JointType.html" title="enum in com.badlogic.gdx.physics.box2d">JointDef.JointType</A></CODE></TD>
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<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#enableLimit">enableLimit</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A flag to enable joint limits.</TD>
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<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#enableMotor">enableMotor</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A flag to enable the joint motor.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#localAnchorA">localAnchorA</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The local anchor point relative to body1's origin.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#localAnchorB">localAnchorB</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The local anchor point relative to body2's origin.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
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<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#lowerAngle">lowerAngle</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The lower angle for the joint limit (radians).</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#maxMotorTorque">maxMotorTorque</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The maximum motor torque used to achieve the desired motor speed.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
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<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#motorSpeed">motorSpeed</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The desired motor speed.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#referenceAngle">referenceAngle</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The body2 angle minus body1 angle in the reference state (radians).</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#upperAngle">upperAngle</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The upper angle for the joint limit (radians).</TD>
</TR>
</TABLE>
&nbsp;<A NAME="fields_inherited_from_class_com.badlogic.gdx.physics.box2d.JointDef"><!-- --></A>
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<TH ALIGN="left"><B>Fields inherited from class com.badlogic.gdx.physics.box2d.<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A></B></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#bodyA">bodyA</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#bodyB">bodyB</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#collideConnected">collideConnected</A>, <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html#type">type</A></CODE></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#RevoluteJointDef()">RevoluteJointDef</A></B>()</CODE>

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<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#initialize(com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.math.Vector2)">initialize</A></B>(<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyA,
           <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyB,
           <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;anchor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Initialize the bodies, anchors, and reference angle using a world anchor point.</TD>
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<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
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<A NAME="localAnchorA"><!-- --></A><H3>
localAnchorA</H3>
<PRE>
public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localAnchorA</B></PRE>
<DL>
<DD>The local anchor point relative to body1's origin.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="localAnchorB"><!-- --></A><H3>
localAnchorB</H3>
<PRE>
public final <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localAnchorB</B></PRE>
<DL>
<DD>The local anchor point relative to body2's origin.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="referenceAngle"><!-- --></A><H3>
referenceAngle</H3>
<PRE>
public float <B>referenceAngle</B></PRE>
<DL>
<DD>The body2 angle minus body1 angle in the reference state (radians).
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="enableLimit"><!-- --></A><H3>
enableLimit</H3>
<PRE>
public boolean <B>enableLimit</B></PRE>
<DL>
<DD>A flag to enable joint limits.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="lowerAngle"><!-- --></A><H3>
lowerAngle</H3>
<PRE>
public float <B>lowerAngle</B></PRE>
<DL>
<DD>The lower angle for the joint limit (radians).
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="upperAngle"><!-- --></A><H3>
upperAngle</H3>
<PRE>
public float <B>upperAngle</B></PRE>
<DL>
<DD>The upper angle for the joint limit (radians).
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="enableMotor"><!-- --></A><H3>
enableMotor</H3>
<PRE>
public boolean <B>enableMotor</B></PRE>
<DL>
<DD>A flag to enable the joint motor.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="motorSpeed"><!-- --></A><H3>
motorSpeed</H3>
<PRE>
public float <B>motorSpeed</B></PRE>
<DL>
<DD>The desired motor speed. Usually in radians per second.
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="maxMotorTorque"><!-- --></A><H3>
maxMotorTorque</H3>
<PRE>
public float <B>maxMotorTorque</B></PRE>
<DL>
<DD>The maximum motor torque used to achieve the desired motor speed. Usually in N-m.
<P>
<DL>
</DL>
</DL>

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<A NAME="RevoluteJointDef()"><!-- --></A><H3>
RevoluteJointDef</H3>
<PRE>
public <B>RevoluteJointDef</B>()</PRE>
<DL>
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<A NAME="initialize(com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
initialize</H3>
<PRE>
public void <B>initialize</B>(<A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyA,
                       <A HREF="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;bodyB,
                       <A HREF="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;anchor)</PRE>
<DL>
<DD>Initialize the bodies, anchors, and reference angle using a world anchor point.
<P>
<DD><DL>
</DL>
</DD>
</DL>
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