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<div class="subTitle">com.badlogic.gdx.physics.box2d.joints
</div>
<h2 title="Class RevoluteJointDef" class="title">Class RevoluteJointDef
</h2>
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<div class="contentContainer">
<ul class="inheritance">
<li>java.lang.Object
</li>
<li>
<ul class="inheritance">
<li><a href="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">com.badlogic.gdx.physics.box2d.JointDef
</a></li>
<li>
<ul class="inheritance">
<li>com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef
</li>
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</li>
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<pre>public class
<span class="strong">RevoluteJointDef
</span>
extends
<a href="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef
</a></pre>
<div class="block">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.
</div>
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<h3>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></h3>
<code><a href="../../../../../../com/badlogic/gdx/physics/box2d/JointDef.JointType.html" title="enum in com.badlogic.gdx.physics.box2d">JointDef.JointType
</a></code></li>
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<caption><span>Fields
</span><span class="tabEnd"> </span></caption>
<tr>
<th class="colFirst" scope="col">Modifier and Type
</th>
<th class="colLast" scope="col">Field and Description
</th>
</tr>
<tr class="altColor">
<td class="colFirst"><code>boolean
</code></td>
<td class="colLast"><code><strong><a href="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#enableLimit">enableLimit
</a></strong></code>
<div class="block">A flag to enable joint limits.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>boolean
</code></td>
<td class="colLast"><code><strong><a href="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#enableMotor">enableMotor
</a></strong></code>
<div class="block">A flag to enable the joint motor.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#localAnchorA">localAnchorA
</a></strong></code>
<div class="block">The local anchor point relative to body1's origin.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#localAnchorB">localAnchorB
</a></strong></code>
<div class="block">The local anchor point relative to body2's origin.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>float
</code></td>
<td class="colLast"><code><strong><a href="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#lowerAngle">lowerAngle
</a></strong></code>
<div class="block">The lower angle for the joint limit (radians).
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>float
</code></td>
<td class="colLast"><code><strong><a href="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#maxMotorTorque">maxMotorTorque
</a></strong></code>
<div class="block">The maximum motor torque used to achieve the desired motor speed.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>float
</code></td>
<td class="colLast"><code><strong><a href="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#motorSpeed">motorSpeed
</a></strong></code>
<div class="block">The desired motor speed.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>float
</code></td>
<td class="colLast"><code><strong><a href="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#referenceAngle">referenceAngle
</a></strong></code>
<div class="block">The body2 angle minus body1 angle in the reference state (radians).
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>float
</code></td>
<td class="colLast"><code><strong><a href="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#upperAngle">upperAngle
</a></strong></code>
<div class="block">The upper angle for the joint limit (radians).
</div>
</td>
</tr>
</table>
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<h3>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></h3>
<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></li>
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<td class="colOne"><code><strong><a href="../../../../../../com/badlogic/gdx/physics/box2d/joints/RevoluteJointDef.html#RevoluteJointDef()">RevoluteJointDef
</a></strong>()
</code> </td>
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<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><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></strong>(
<a href="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body
</a> bodyA,
<a href="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body
</a> bodyB,
<a href="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> anchor)
</code>
<div class="block">Initialize the bodies, anchors, and reference angle using a world anchor point.
</div>
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<code>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
</code></li>
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<a name="localAnchorA">
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<h4>localAnchorA
</h4>
<pre>public final
<a href="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> localAnchorA
</pre>
<div class="block">The local anchor point relative to body1's origin.
</div>
</li>
</ul>
<a name="localAnchorB">
<!-- -->
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<h4>localAnchorB
</h4>
<pre>public final
<a href="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> localAnchorB
</pre>
<div class="block">The local anchor point relative to body2's origin.
</div>
</li>
</ul>
<a name="referenceAngle">
<!-- -->
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<h4>referenceAngle
</h4>
<pre>public
float referenceAngle
</pre>
<div class="block">The body2 angle minus body1 angle in the reference state (radians).
</div>
</li>
</ul>
<a name="enableLimit">
<!-- -->
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<h4>enableLimit
</h4>
<pre>public
boolean enableLimit
</pre>
<div class="block">A flag to enable joint limits.
</div>
</li>
</ul>
<a name="lowerAngle">
<!-- -->
</a>
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<h4>lowerAngle
</h4>
<pre>public
float lowerAngle
</pre>
<div class="block">The lower angle for the joint limit (radians).
</div>
</li>
</ul>
<a name="upperAngle">
<!-- -->
</a>
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<h4>upperAngle
</h4>
<pre>public
float upperAngle
</pre>
<div class="block">The upper angle for the joint limit (radians).
</div>
</li>
</ul>
<a name="enableMotor">
<!-- -->
</a>
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<li class="blockList">
<h4>enableMotor
</h4>
<pre>public
boolean enableMotor
</pre>
<div class="block">A flag to enable the joint motor.
</div>
</li>
</ul>
<a name="motorSpeed">
<!-- -->
</a>
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<h4>motorSpeed
</h4>
<pre>public
float motorSpeed
</pre>
<div class="block">The desired motor speed. Usually in radians per second.
</div>
</li>
</ul>
<a name="maxMotorTorque">
<!-- -->
</a>
<ul class="blockListLast">
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<h4>maxMotorTorque
</h4>
<pre>public
float maxMotorTorque
</pre>
<div class="block">The maximum motor torque used to achieve the desired motor speed. Usually in N-m.
</div>
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<a name="RevoluteJointDef()">
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<h4>RevoluteJointDef
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<pre>public
RevoluteJointDef()
</pre>
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<a name="initialize(com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.physics.box2d.Body, com.badlogic.gdx.math.Vector2)">
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<h4>initialize
</h4>
<pre>public
void
initialize(
<a href="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body
</a> bodyA,
<a href="../../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body
</a> bodyB,
<a href="../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> anchor)
</pre>
<div class="block">Initialize the bodies, anchors, and reference angle using a world anchor point.
</div>
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