/** * Base node for all joint constraints in 2D physics. Joints take 2 bodies and apply a custom constraint. * */ declare class Joint2D extends Node2D { /** * Base node for all joint constraints in 2D physics. Joints take 2 bodies and apply a custom constraint. * */ new(): Joint2D; static "new"(): Joint2D /** When [member node_a] and [member node_b] move in different directions the [code]bias[/code] controls how fast the joint pulls them back to their original position. The lower the [code]bias[/code] the more the two bodies can pull on the joint. */ bias: float; /** If [code]true[/code], [member node_a] and [member node_b] can not collide. */ disable_collision: boolean; /** The first body attached to the joint. Must derive from [PhysicsBody2D]. */ node_a: NodePathType; /** The second body attached to the joint. Must derive from [PhysicsBody2D]. */ node_b: NodePathType; connect>(signal: T, method: SignalFunction): number; }