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  [libGDX] [box2D] RevoluteJoint don't work  (Read 828 times)
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Offline SrFurias

Senior Newbie





« Posted 2013-08-08 16:59:16 »

I'm trying to make a RevoluteJoint with a body (with CircleShape) and another body (with PolygonShape), but it don't change the rotation and I don't know why not...

I have a class with the joint (the bodies and all inside it) for use it more easily:


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package unclain.gametest1.objects;

import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.CircleShape;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.physics.box2d.joints.RevoluteJoint;
import com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef;

public class BasicJointPlatform {
   
   public World world;
   
   public RevoluteJointDef rjd;
   
   public BodyDef bdbodyA;
   public Body bbodyA;
   public FixtureDef fdbodyA;
   public Fixture fbodyA;
   
   public BodyDef bdbodyB;
   public Body bbodyB;
   public FixtureDef fdbodyB;
   public Fixture fbodyB;
   
   public float x;
   public float y;
   
   public BasicJointPlatform(World world, float x, float y, float rectWidth, float rectHeight){
      this.world = world;
      this.x = x;
      this.y = y;
     
      bodyA(world);
      bodyB(world, x, y, rectWidth, rectHeight);
     
      rjd = new RevoluteJointDef();
      rjd.bodyA = bbodyA;
      rjd.bodyB = bbodyB;
      rjd.maxMotorTorque = 10000f;
      rjd.enableMotor = true;
     
     
      RevoluteJoint rj = (RevoluteJoint) world.createJoint(rjd);
      rj.setMotorSpeed(1f);
     
   }
   
   public void bodyA(World world){
      bdbodyA = new BodyDef();
      bdbodyA.position.set(new Vector2(x, y + 15));
      bdbodyA.type = BodyType.StaticBody;
     
      bbodyA = world.createBody(bdbodyA);
     
      CircleShape cs = new CircleShape();
      cs.setRadius(4f);
     
      fdbodyA = new FixtureDef();
      fdbodyA.density = 1f;
      fdbodyA.shape = cs;
     
      fbodyA = bbodyA.createFixture(fdbodyA);
     
      cs.dispose();
   }
   
   public void bodyB(World world, float x, float y, float rectWidth, float rectHeight){
      bdbodyB = new BodyDef();
      bdbodyB.position.set(new Vector2(x, y));
      bdbodyB.type = BodyType.StaticBody;
     
      bbodyB = world.createBody(bdbodyB);
     
      PolygonShape ps = new PolygonShape();
      ps.setAsBox(rectWidth, rectHeight);
     
      fdbodyB = new FixtureDef();
      fdbodyB.density = 1f;
      fdbodyB.shape = ps;
     
      fbodyB = bbodyB.createFixture(fdbodyB);
     
      ps.dispose();
   }

}


and another class with all the joints:


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package unclain.gametest1;

import unclain.gametest1.objects.BasicJointPlatform;

import com.badlogic.gdx.physics.box2d.World;

public class Platforms {
   
   public World world;
   
   public BasicJointPlatform platform1, platform2, platform3, platform4;
   
   public Platforms(World world){
      this.world = world;
   }
   
   public void createPlatforms(){
      platform1 = new BasicJointPlatform(world, 50, -30, 8f, 30f);
      platform2 = new BasicJointPlatform(world, 150, -30, 8f, 30f);
      platform3 = new BasicJointPlatform(world, 250, -30, 8f, 30f);
      platform4 = new BasicJointPlatform(world, 350, -30, 8f, 30f);
   }

}



But when I run the game, it don't do anything...

Why my revolutejoint don't work?




The joint don't work when I collide with it...


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