Difference between revisions of "love.physics.newWeldJoint"

(Added second 0.8.0 variant.)
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{{param|number|x|The x position of the anchor point.}}
 
{{param|number|x|The x position of the anchor point.}}
 
{{param|number|y|The y position of the anchor point.}}
 
{{param|number|y|The y position of the anchor point.}}
 +
{{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.}}
 +
 +
== Function ==
 +
=== Synopsis ===
 +
<source lang="lua">
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joint = love.physics.newWeldJoint( body1, body2, x1, y1, x2, y2, collideConnected )
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</source>
 +
=== Arguments ===
 +
{{param|Body|body1|The first 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.}}
 +
{{param|number|y1|The y position of the first anchor point.}}
 +
{{param|number|x2|The x position of the second anchor point.}}
 +
{{param|number|y2|The y position of the second anchor point.}}
 
{{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.}}
 
=== Returns ===
 
=== Returns ===

Revision as of 22:31, 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 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