Revision Difference
phys_hinge#547241
<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`)
> 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)
**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.
⤶
+ Enable Collision (`enablecollision`)
> Constraints disable collision between the attached entities. In some rare cases we want to enable this collision.
⤶
+ 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.
⤶
**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.
⤶
**Enable Collision (`enablecollision`)**
>* Constraints disable collision between the attached entities. In some rare cases we want to enable this collision. ⤶
⤶
**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.⤶
**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.⤶