new Box2dRevoluteJoint(objectA, objectB, anchor, collide)box2d.js:1617Create a revolute joint
objectABox2dObjectobjectBBox2dObjectanchorVector2 optionalWorld position, objectB's position if not given
collideboolean optional, default false
Box2D Revolute Joint
Extends Box2dJoint
Extended by Box2dPinJoint
new Box2dRevoluteJoint(objectA, objectB, anchor, collide)box2d.js:1617Create a revolute joint
objectA Box2dObjectobjectB Box2dObjectanchor Vector2 optionalWorld position, objectB's position if not given
collide boolean optional, default falsegetJointAngle() → numberbox2d.js:1653Get the current joint angle, clockwise like angle
getJointSpeed() → numberbox2d.js:1657Get the current joint angle speed in radians per second, clockwise like angle
getLocalAnchorA() → Vector2box2d.js:1641Get the local anchor point relative to objectA's origin
getLocalAnchorB() → Vector2box2d.js:1645Get the local anchor point relative to objectB's origin
getLowerLimit() → numberbox2d.js:1669Get the lower joint limit, clockwise like angle
getMaxMotorTorque() → numberbox2d.js:1708Get the most torque the motor can apply, a magnitude
getMotorSpeed() → numberbox2d.js:1700Get the motor speed, clockwise like angle
getMotorTorque(time) → numberbox2d.js:1713Get the motor torque over the last step, clockwise like angle
time number optionalThe step length in seconds, the world steps by timeDelta
getReferenceAngle() → numberbox2d.js:1649Get the reference angle, objectB angle minus objectA angle in the reference state
getUpperLimit() → numberbox2d.js:1673Get the upper joint limit, clockwise like angle
isLimitEnabled() → booleanbox2d.js:1661Is the joint limit enabled?
isMotorEnabled() → booleanbox2d.js:1688Is the joint motor enabled?