Box2D joints: Revolute Joint
After introducing Distance Joints, it’s time to learn something about Revolute Joints.
A Revolute Joint attaches two objects by “pinning” them together at an anchor point which they may revolve around.
The most interesting thing, that I will cover in another post, is the capibility of making motors out of Revolute Joints. Yes… motors… engines… easy to do and ecologic since they don’t need fuel, just some code.
But at the moment let’s see the basic Revolute Joint.
Here it is:
Now let’s see how to make this possible:
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package { import flash.display.Sprite; import flash.events.Event; import Box2D.Dynamics.*; import Box2D.Collision.*; import Box2D.Collision.Shapes.*; import Box2D.Common.Math.*; import Box2D.Dynamics.Joints.*; import flash.events.MouseEvent; public class revolute_joint extends Sprite { var mouseJoint:b2MouseJoint; var mousePVec:b2Vec2 = new b2Vec2(); var bd:b2BodyDef; var the_box:b2PolygonDef = new b2PolygonDef(); var the_pivot:b2CircleDef = new b2CircleDef(); var the_rev_joint:b2RevoluteJointDef = new b2RevoluteJointDef(); public function revolute_joint() { // world setup var worldAABB:b2AABB = new b2AABB(); worldAABB.lowerBound.Set(-100.0, -100.0); worldAABB.upperBound.Set(100.0, 100.0); var gravity:b2Vec2=new b2Vec2(0.0,10.0); var doSleep:Boolean=true; m_world=new b2World(worldAABB,gravity,doSleep); // debug draw var m_sprite:Sprite; m_sprite = new Sprite(); addChild(m_sprite); var dbgDraw:b2DebugDraw = new b2DebugDraw(); var dbgSprite:Sprite = new Sprite(); m_sprite.addChild(dbgSprite); dbgDraw.m_sprite=m_sprite; dbgDraw.m_drawScale=30; dbgDraw.m_alpha = 1; dbgDraw.m_fillAlpha=0.5; dbgDraw.m_lineThickness=1; dbgDraw.m_drawFlags=b2DebugDraw.e_shapeBit|b2DebugDraw.e_jointBit; m_world.SetDebugDraw(dbgDraw); // pivot for revolute joint the_pivot.radius = 0.5; the_pivot.density = 0; bd = new b2BodyDef(); bd.position.Set(8.5,6.5); var rev_joint:b2Body = m_world.CreateBody(bd); rev_joint.CreateShape(the_pivot) rev_joint.SetMassFromShapes(); // box for the revolute joint the_box.SetAsBox(4,0.5); the_box.density = 0.01; the_box.friction = 1; the_box.restitution = 0.1; bd = new b2BodyDef(); bd.position.Set(6.5,6.5); var rev_box:b2Body = m_world.CreateBody(bd); rev_box.CreateShape(the_box) rev_box.SetMassFromShapes(); the_rev_joint.Initialize(rev_joint, rev_box, new b2Vec2(8.5,6.5)); var joint_added:b2RevoluteJoint = m_world.CreateJoint(the_rev_joint) as b2RevoluteJoint; // listeners stage.addEventListener(MouseEvent.MOUSE_DOWN, createMouse); stage.addEventListener(MouseEvent.MOUSE_UP, destroyMouse); addEventListener(Event.ENTER_FRAME, Update, false, 0, true); } public function createMouse(evt:MouseEvent):void { var body:b2Body=GetBodyAtMouse(); if (body) { var mouseJointDef:b2MouseJointDef=new b2MouseJointDef; mouseJointDef.body1=m_world.GetGroundBody(); mouseJointDef.body2=body; mouseJointDef.target.Set(mouseX/30, mouseY/30); mouseJointDef.maxForce=30000; mouseJointDef.timeStep=m_timeStep; mouseJoint=m_world.CreateJoint(mouseJointDef) as b2MouseJoint; } } public function destroyMouse(evt:MouseEvent):void { if (mouseJoint) { m_world.DestroyJoint(mouseJoint); mouseJoint=null; } } public function GetBodyAtMouse(includeStatic:Boolean=false):b2Body { var mouseXWorldPhys = (mouseX)/30; var mouseYWorldPhys = (mouseY)/30; mousePVec.Set(mouseXWorldPhys, mouseYWorldPhys); var aabb:b2AABB = new b2AABB(); aabb.lowerBound.Set(mouseXWorldPhys - 0.001, mouseYWorldPhys - 0.001); aabb.upperBound.Set(mouseXWorldPhys + 0.001, mouseYWorldPhys + 0.001); var k_maxCount:int=10; var shapes:Array = new Array(); var count:int=m_world.Query(aabb,shapes,k_maxCount); var body:b2Body=null; for (var i:int = 0; i < count; ++i) { if (shapes[i].GetBody().IsStatic()==false||includeStatic) { var tShape:b2Shape=shapes[i] as b2Shape; var inside:Boolean=tShape.TestPoint(tShape.GetBody().GetXForm(),mousePVec); if (inside) { body=tShape.GetBody(); break; } } } return body; } public function Update(e:Event):void { m_world.Step(m_timeStep, m_iterations); if (mouseJoint) { var mouseXWorldPhys=mouseX/30; var mouseYWorldPhys=mouseY/30; var p2:b2Vec2=new b2Vec2(mouseXWorldPhys,mouseYWorldPhys); mouseJoint.SetTarget(p2); } } public var m_world:b2World; public var m_iterations:int=10; public var m_timeStep:Number=1.0/30.0; } } |
Line 16: Declaration of the_rev_joint variable, a b2RevoluteJointDef type
Lines 40-46: Creating a circle in the middle of the stage that will act as a pivot point. In most examples around the web you will find pivot points as tiny, almost invisible boxes. I am making a big one because I think it will be easier to skin it once I will need to do it. Notice at line 41 that the object is static because it has density at zero.
Lines 48-56: Creation of the box that will be tied to the joint. You can virtually place it anywhere, but for an interesting result, it should be in a position where the joint can act as a fulcrum.
Line 57: Initializing the joint: I am passing the joint pivot, the body tied to the joint and the point of intersection. You can see the (8.5,6.5) is the same as pivot’s origin (line 43).
Line 58: Adding the joint to the world.
And that’s it. Believe me, Box2D is very easy once you know the basics.
And this is the source code for you to download.
They can be easily customized to meet the unique requirements of your project.





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This post has 14 comments
Niall Lavigne
PLEASE make the colours a bit darker, I could hardly see the last few box2d tutorials you’ve made. It looks pretty cool but I can’t really tell D:
Shival
“Once you know the basics…”
Where do we learn the basics?
X-Tender
Nice. Could you do something with Sensors? I have problems to understnad ist :)
thivy
Hey man thanks heaps for you tuts
i am just getting into box2d this is my new work with box2d
http://www.thivy.com
Box2D joints: Revolute Joint - Building motors : Emanuele Feronato
[...] seeing how to create a revolute joint, it’s time to use them to create [...]
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[...] used a distance joint, a revolute joint and a motor. The code does not need to be commented because there is nothing new, just look how I [...]
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[...] other kinds of joint, the gear joint requires you have two bodies connected to ground by a revolute or prismatic [...]
Manjil Pote
I got it so hard and complicated, very hard to understand.
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[...] link is (guess what?) linked to the previous one with a revolute joint. Refer to Box2D joints: Revolute Joint if you need more information about revolute [...]
Zas
Hello,
how did you make it that the objects rotation slows down after a while?
http://www.box2d.org/forum/viewtopic.php?f=4&t=4264&p=20404
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jaydn
Emanuele, it would be nice to see how to implement a rubber band with box2d