# Difference between revisions of "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 (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.