Joint

Attach multiple bodies together to interact in unique ways.

Constructors

love.physics.newDistanceJoint Creates a DistanceJoint between two bodies.
love.physics.newFrictionJoint A FrictionJoint applies friction to a body. 0.8.0
love.physics.newGearJoint Create a GearJoint connecting two Joints.
love.physics.newMotorJoint Creates a joint between two bodies which controls the relative motion between them. 0.9.0
love.physics.newMouseJoint Create a joint between a body and the mouse.
love.physics.newPrismaticJoint Creates a PrismaticJoint between two bodies.
love.physics.newPulleyJoint Creates a PulleyJoint to join two bodies to each other and the ground.
love.physics.newRevoluteJoint Creates a pivot joint between two bodies.
love.physics.newRopeJoint Creates a joint between two bodies that enforces a max distance between them. 0.8.0
love.physics.newWeldJoint A WeldJoint essentially glues two bodies together. 0.8.0
love.physics.newWheelJoint Creates a wheel joint. 0.8.0

Functions

Joint:destroy Explicitly destroys the Joint.
Joint:getAnchors Get the anchor points of the joint.
Joint:getBodies Gets the bodies that the Joint is attached to. 0.9.2
Joint:getCollideConnected Gets whether the connected Bodies collide.
Joint:getReactionForce Returns the reaction force on the second body.
Joint:getReactionTorque Returns the reaction torque on the second body.
Joint:getType Gets a string representing the type.
Joint:getUserData Returns the Lua value associated with this Joint. 0.9.2
Joint:isDestroyed Gets whether the Joint is destroyed. 0.9.2
Joint:setCollideConnected Sets whether the connected Bodies should collide with each other. 0.8.0
Joint:setUserData Associates a Lua value with the Joint. 0.9.2
Object:type Gets the type of the object as a string.
Object:typeOf Checks whether an object is of a certain type.

Supertypes

Subtypes

DistanceJoint Keeps two bodies at the same distance.
FrictionJoint A FrictionJoint applies friction to a body. 0.8.0
GearJoint Keeps bodies together in such a way that they act like gears.
MotorJoint Controls the relative motion between two Bodies 0.9.0
MouseJoint For controlling objects with the mouse.
PrismaticJoint Restricts relative motion between Bodies to one shared axis.
PulleyJoint Allows you to simulate bodies connected through pulleys.
RevoluteJoint Allow two Bodies to revolve around a shared point.
RopeJoint Enforces a maximum distance between two points on two bodies. 0.8.0
WeldJoint A WeldJoint essentially glues two bodies together. 0.8.0
WheelJoint Restricts a point on the second body to a line on the first body.

Enums

JointType Different types of joints.

See Also


Joint:getUserData

Joint:getUserData Available since LÖVE 0.9.2 This method is not supported in earlier versions. Returns the Lua value associated with this Joint

2017-03-21 15:45:04
Joint:getType

Joint:getType Gets a string representing the type. Function Synopsis

2017-03-21 15:45:03
Joint:getAnchors

Joint:getAnchors Get the anchor points of the joint. Function Synopsis

2017-03-21 15:45:00
Joint:setCollideConnected

Joint:setCollideConnected Removed in LÖVE 0.8.0 This function is not supported in that and later versions. Sets whether the connected Bodies should

2017-03-21 15:45:05
Joint:getBodies

Joint:getBodies Available since LÖVE 0.9.2 This function is not supported in earlier versions. Gets the

2017-03-21 15:45:01
Joint:getReactionForce

Joint:getReactionForce Returns the reaction force in newtons on the second body Function Available since LÖVE 0.8.0

2017-03-21 15:45:02
Joint:isDestroyed

Joint:isDestroyed Available since LÖVE 0.9.2 This function is not supported in earlier versions. Gets whether the Joint is destroyed. Destroyed

2017-03-21 15:45:05
Joint:getReactionTorque

Joint:getReactionTorque Returns the reaction torque on the second body. Function Available since LÖVE 0.8.0 This variant

2017-03-21 15:45:02
Joint:setUserData

Joint:setUserData Available since LÖVE 0.9.2 This method is not supported in earlier versions. Associates a Lua value with the Joint. To

2017-03-21 15:45:06
Joint:getCollideConnected

Joint:getCollideConnected Gets whether the connected Bodies collide. Function Synopsis

2017-03-21 15:45:01