[libGDX] [box2D] RevoluteJoint don't work

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:

[spoiler]


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();
	}

}

[/spoiler]

and another class with all the joints:

[spoiler]


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);
	}

}

[/spoiler]

But when I run the game, it don’t do anything…

Why my revolutejoint don’t work?

[spoiler]

The joint don’t work when I collide with it…
[/spoiler]