Revision Difference
phys_hinge#547182
<title>phys_hinge</title>
# phys_hinge
A physically simulated hinge that restricts the rotation of its attached entities to a given axis. Use the helper to define the axis of rotation.
### Keyvalues
+ Name (targetname)
⤶
+ Tags (tags)
+ Friction (friction)
⤶
+ Min Rotation Limit (min_rotation)
+ Max Rotation Limit (max_rotation)
⤶
+ Initial rotation (initial_rotation)
+ Hinge Axis (hingeaxis)
⤶
+ Motor Frequency (motorfrequency)
+ Motor damping ratio (motordampingratio)
⤶
+ Entity 1 (attach1)
+ Entity 2 (attach2)
⤶
+ Impulse Limit to Break (kg) (forcelimit)
+ Angular Impulse Limit to Break (kg* distance) (torquelimit)
+ Play Sound on Break (breaksound)
⤶
### Flags⤶
+ Enable Collision (enablecollision)
+ Name (`targetname`)
> The name that other entities refer to this entity by.
+ Tags (`tags`)
> A list of general purpose tags for this entity, for interactions with other entities such as triggers.
+ Friction (`friction`)
> Resistance/friction in the constraint.
+ Min Rotation Limit (`min_rotation`)
> Minimum rotation limit around hinge axis.
+ Max Rotation Limit (`max_rotation`)
> Maximum rotation limit around hinge axis.
+ Initial rotation (`initial_rotation`)
> Initial rotation of the hinge (values -1 to 1 where -1 mean open at minimum limit and 1 means open at maximum limit)
+ Hinge Axis (`hingeaxis`)
+ Motor Frequency (`motorfrequency`)
> Range 0 - 30 (only used when driving the relative angle through the angle input) ⤶
+ Motor damping ratio (`motordampingratio`)
> Range 0 - 1 (only used when driving the relative angle through the angle input) ⤶
⤶
⤶
⤶
+ Entity 1 (`attach1`) ⤶
> The source entity to constrain from. Leave empty to constrain from the world entity.⤶
⤶
+ Entity 2 (`attach2`) ⤶
> The entity we constrain to. ⤶
⤶
+ Impulse Limit to Break (kg) (`forcelimit`)⤶
> The amount of impulse an impact must apply to the constraint to break it. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the constrainted objects. ⤶
⤶
⤶
+ Angular Impulse Limit to Break (kg* distance) (`torquelimit`)⤶
> The amount of angular impulse required to break the constraint. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.⤶
⤶
+ Play Sound on Break (`breaksound`)⤶
> A sound played when the constraint is broken.⤶
⤶
⤶
### Flags⤶
⤶
+ Enable Collision (`enablecollision`) ⤶
> Constraints disable collision between the attached entities. In some rare cases we want to enable this collision.