anchor: love.physics.newWeldJoint
  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.
  joint = love.physics.newWeldJoint( body1, body2, x, y, collideConnected )
  body1 Body The first body to attach to the joint.
  body2 Body The second body to attach to the joint.
  x number The x position of the anchor point (world space).
  y number The y position of the anchor point (world space).
  collideConnected (false) boolean Specifies whether the two bodies should collide with each other.
  joint WeldJoint The new WeldJoint.
  joint = love.physics.newWeldJoint( body1, body2, x1, y1, x2, y2, collideConnected )
  body1 Body The first body to attach to the joint.
  body2 Body The second body to attach to the joint.
  x1 number The x position of the first anchor point (world space).
  y1 number The y position of the first anchor point (world space).
  x2 number The x position of the second anchor point (world space).
  y2 number The y position of the second anchor point (world space).
  collideConnected (false) boolean Specifies whether the two bodies should collide with each other.
  joint WeldJoint The new WeldJoint.
  joint = love.physics.newWeldJoint( body1, body2, x1, y1, x2, y2, collideConnected, referenceAngle )
  body1 Body The first body to attach to the joint.
  body2 Body The second body to attach to the joint.
  x1 number The x position of the first anchor point (world space).
  y1 number The y position of the first anchor point (world space).
  x2 number The x position of the second anchor point (world space).
  y2 number The y position of the second anchor point (world space).
  collideConnected (false) boolean Specifies whether the two bodies should collide with each other.
  referenceAngle (0) number The reference angle between body1 and body2, in radians.
  joint WeldJoint The new WeldJoint.