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 body1Body body2number xnumber yboolean collideConnected (false)WeldJoint jointjoint = love.physics.newWeldJoint( body1, body2, x1, y1, x2, y2, collideConnected )
Body body1Body body2number x1number y1number x2number y2boolean 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 body1Body body2number x1number y1number x2number y2boolean 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