The constraint library allows you to control the constraint system built into the physics engine (rope, weld, ballsockets, etc).
Stores information about constraints in an entity's table.
Stores info about the constraints on the entity's table. The only difference between this and constraint.AddConstraintTable is that the constraint does not get deleted when the entity is removed.
Creates an advanced ballsocket (ragdoll) constraint.
Creates an axis constraint.
Creates a ballsocket joint.
Basic checks to make sure that the specified entity and bone are valid. Returns false if we should not be constraining the entity.
Creates a rope without any constraint
Creates an invisible, non-moveable anchor point in the world to which things can be attached.
Creates an elastic constraint.
Returns the constraint of a specified type between two entities, if it exists
Returns the first constraint of a specific type directly connected to the entity found
Returns the other entity involved in the first constraint of a specific type directly connected to the entity
Returns a table of all constraints of a specific type directly connected to the entity
Make this entity forget any constraints it knows about. Note that this will not actually remove the constraints.
Returns a table of all entities recursively constrained to an entitiy.
Returns a table of all constraints directly connected to the entity
Returns true if the entity has constraints attached to it
Creates a Hydraulic constraint.
Creates a keep upright constraint.
Creates a motor constraint.
Creates a muscle constraint.
Creates an no-collide "constraint". Disables collision between two entities.
Creates a pulley constraint.
Attempts to remove all constraints associated with an entity
Attempts to remove all constraints of a specified type associated with an entity
Creates a rope constraint - with rope!
Creates a slider constraint.
Creates a weld constraint