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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.
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