love.physics.newWeldJoint
 Available since LÖVE 0.8.0  
 This function is not supported in earlier versions. 
Creates a constraint joint between two bodies. A WeldJoint essentially glues two bodies together. The constraint is a bit soft, however, due to Box2D's iterative solver.
Making changes to a World is not allowed inside of the beginContact, endContact, preSolve, and postSolve callback functions, as BOX2D locks the world during these callbacks.
Function
Synopsis
joint = love.physics.newWeldJoint( body1, body2, x, y, collideConnected )
Arguments
- Body body1
- The first body to attach to the joint.
- Body body2
- The second body to attach to the joint.
- number x
- The x position of the anchor point (world space).
- number y
- The y position of the anchor point (world space).
- boolean collideConnected (false)
- Specifies whether the two bodies should collide with each other.
Returns
- WeldJoint joint
- The new WeldJoint.
Function
Synopsis
joint = love.physics.newWeldJoint( body1, body2, x1, y1, x2, y2, collideConnected )
Arguments
- Body body1
- The first body to attach to the joint.
- Body body2
- The second body to attach to the joint.
- number x1
- The x position of the first anchor point (world space).
- number y1
- The y position of the first anchor point (world space).
- number x2
- The x position of the second anchor point (world space).
- number y2
- The y position of the second anchor point (world space).
- boolean collideConnected (false)
- Specifies whether the two bodies should collide with each other.
Returns
- WeldJoint joint
- The new WeldJoint.
Function
 Available since LÖVE 0.10.2  
 This variant is not supported in earlier versions. 
 
Synopsis
joint = love.physics.newWeldJoint( body1, body2, x1, y1, x2, y2, collideConnected, referenceAngle )
Arguments
- Body body1
- The first body to attach to the joint.
- Body body2
- The second body to attach to the joint.
- number x1
- The x position of the first anchor point (world space).
- number y1
- The y position of the first anchor point (world space).
- number x2
- The x position of the second anchor point (world space).
- number y2
- The y position of the second anchor point (world space).
- boolean collideConnected (false)
- Specifies whether the two bodies should collide with each other.
- number referenceAngle (0)
- The reference angle between body1 and body2, in radians.
Returns
- WeldJoint joint
- The new WeldJoint.
See Also
    © 2006–2020 LÖVE Development Team
Licensed under the GNU Free Documentation License, Version 1.3.
    https://love2d.org/wiki/love.physics.newWeldJoint