Difference between revisions of "love.physics.newWeldJoint"

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{{newin|[[0.8.0]]|080|type=function}}
 
{{newin|[[0.8.0]]|080|type=function}}
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.
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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.
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{{notice|Making changes to a [[World]] is not allowed inside of the [[beginContact]], [[endContact]], [[preSolve]], and [[postSolve]] callback functions, as BOX2D locks the world during these callbacks.}}
  
 
== Function ==
 
== Function ==
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{{param|Body|body1|The first body to attach to the joint.}}
 
{{param|Body|body1|The first body to attach to the joint.}}
 
{{param|Body|body2|The second body to attach to the joint.}}
 
{{param|Body|body2|The second body to attach to the joint.}}
{{param|number|x1|The x position of the first anchor point. (local space body 1)}}
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{{param|number|x1|The x position of the first anchor point (world space).}}
{{param|number|y1|The y position of the first anchor point(local space body 1)}}
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{{param|number|y1|The y position of the first anchor point (world space).}}
{{param|number|x2|The x position of the second anchor point. (local space body 2)}}
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{{param|number|x2|The x position of the second anchor point (world space).}}
{{param|number|y2|The y position of the second anchor point. (local space body 2)}}
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{{param|number|y2|The y position of the second anchor point (world space).}}
 
{{param|boolean|collideConnected (false)|Specifies whether the two bodies should collide with each other.}}
 
{{param|boolean|collideConnected (false)|Specifies whether the two bodies should collide with each other.}}
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=== Returns ===
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{{param|WeldJoint|joint|The new WeldJoint.}}
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== Function ==
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{{newin|[[0.10.2]]|102|type=variant}}
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=== Synopsis ===
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<source lang="lua">
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joint = love.physics.newWeldJoint( body1, body2, x1, y1, x2, y2, collideConnected, referenceAngle )
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</source>
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=== Arguments ===
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{{param|Body|body1|The first body to attach to the joint.}}
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{{param|Body|body2|The second body to attach to the joint.}}
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{{param|number|x1|The x position of the first anchor point (world space).}}
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{{param|number|y1|The y position of the first anchor point  (world space).}}
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{{param|number|x2|The x position of the second anchor point (world space).}}
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{{param|number|y2|The y position of the second anchor point (world space).}}
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{{param|boolean|collideConnected (false)|Specifies whether the two bodies should collide with each other.}}
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{{param|number|referenceAngle (0)|The reference angle between body1 and body2, in radians.}}
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=== Returns ===
 
=== Returns ===
 
{{param|WeldJoint|joint|The new WeldJoint.}}
 
{{param|WeldJoint|joint|The new WeldJoint.}}
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* [[parent::love.physics]]
 
* [[parent::love.physics]]
 
* [[Constructs::WeldJoint]]
 
* [[Constructs::WeldJoint]]
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* [[Constructs::Joint]]
 
[[Category:Functions]]
 
[[Category:Functions]]
{{#set:Description=A WeldJoint essentially glues two bodies together.}}
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{{#set:Description=A [[WeldJoint]] essentially glues two bodies together.}}
 
== Other Languages ==
 
== Other Languages ==
 
{{i18n|love.physics.newWeldJoint}}
 
{{i18n|love.physics.newWeldJoint}}

Latest revision as of 07:39, 14 October 2018

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.

O.png Making changes to a World is not allowed inside of the beginContact, endContact, preSolve, and postSolve callback functions, as BOX2D locks the world during these callbacks.  


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

Returns

WeldJoint joint
The new WeldJoint.

Function

Available since LÖVE 0.10.2
This variant is not supported in earlier versions.


Synopsis

joint = love.physics.newWeldJoint( body1, body2, x1, y1, x2, y2, collideConnected, referenceAngle )

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 (world space).
number y1
The y position of the first anchor point (world space).
number x2
The x position of the second anchor point (world space).
number y2
The y position of the second anchor point (world space).
boolean collideConnected (false)
Specifies whether the two bodies should collide with each other.
number referenceAngle (0)
The reference angle between body1 and body2, in radians.

Returns

WeldJoint joint
The new WeldJoint.

See Also

Other Languages