Difference between revisions of "love.physics.newWeldJoint"

(Added second 0.8.0 variant.)
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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 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.
  
 
== Function ==
 
== Function ==

Revision as of 22:37, 9 April 2012

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

Returns

WeldJoint joint
The new WeldJoint.

See Also

Other Languages