WeldJoint constraining two bodies to be exactly locked together.

The equation for this constraint is:

[ body2.localPointToWorld(anchor2) ] = [ body1.localPointToWorld(anchor1) ] [ body2.rotation ] [ body1.rotation + phase ]This constraint is equivalent to using a PivotJoint and AngleJoint together except that it is solved as a single constraint and thus will be more stable.

This constraint is 3 dimensional.

Although this constraint is very stable, if you chain bodies together using this constraint, you should except to see a small amount of rotation about the anchor points so you should chose them accordingly.

### Constructor

`new(body1:Null<Body>, body2:Null<Body>, anchor1:Vec2, anchor2:Vec2, phase:Float = 0.0)`

Construct a new WeldJoint.

Parameters:

`body1` | The first body in WeldJoint. |
---|---|

`body2` | The second body in WeldJoint. |

`anchor1` | The first local anchor for joint. |

`anchor2` | The second local anchor for joint. |

`phase` | The angular phase of joint. (default 0) |

Returns:

The constructed WeldJoint.

### Variables

`anchor1:Vec2`

Anchor point on first Body.

This anchor point is defined in the local coordinate system of body1.

`anchor2:Vec2`

Anchor point on second Body.

This anchor point is defined in the local coordinate system of body2.

`body1:Null<Body>`

First Body in constraint.

This value may be null, but trying to simulate the constraint whilst
this body is null will result in an error.