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.
joint = love.physics.newWeldJoint( body1, body2, x, y, collideConnected )
Body body1
Body body2
number x
number y
boolean collideConnected (false)
WeldJoint joint
joint = love.physics.newWeldJoint( body1, body2, x1, y1, x2, y2, collideConnected )
Body body1
Body body2
number x1
number y1
number x2
number y2
boolean collideConnected (false)
WeldJoint joint
Available since LÖVE 0.10.2
This variant is not supported in earlier versions.
There is a bug in 0.10.2 which causes position of the anchor points (x1, y1, x2, y2) in global coordinates instead of local (more https://bitbucket.org/rude/love/issues/1232/in-lovephysicsnewweldjoint-position-of-the).
joint = love.physics.newWeldJoint( body1, body2, x1, y1, x2, y2, collideConnected, referenceAngle )
Body body1
Body body2
number x1
number y1
number x2
number y2
boolean collideConnected (false)
number referenceAngle (0)
WeldJoint joint
© 2006–2016 LÖVE Development Team
Licensed under the GNU Free Documentation License, Version 1.3.
https://love2d.org/wiki/love.physics.newWeldJoint