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.
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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)
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number y1 - The y position of the first anchor point. (local space body 1)
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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
Category: