Fixing two box2D bodies together securely
I am trying to join two box2d bodies together that are separated over a fixed distance. Both bodies cannot rotate themselves, and the join should have to rotation either. The gap between the bodies needs to allow other bodies to pass through. I currently have a b2revoluteJoint setup like so: b2RevoluteJointDef rjd; rjd.lowerAngle = 0.0f; rjd.upperAngle = 0.0f; rjd.Initialize(body2, body1, body2->GetPosition()); rjd.collideConnected = false; world->CreateJoint(&rjd); However the joint is not completely rigid and the bodies tend to move around a fair bit relative to each other. Is there a better