# 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.

## 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. (local space body 1)
`number y1`
  The y position of the first anchor point. (local space body 1)
`number x2`
  The x position of the second anchor point. (local space body 2)
`number y2`
  The y position of the second anchor point. (local space body 2)
`boolean collideConnected (false)`
  Specifies whether the two bodies should collide with each other.

### Returns

`WeldJoint joint`
  The new WeldJoint.

## See Also

- love.physics
- WeldJoint
- Joint

##

Category:

- Functions