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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.⤶