Revision Difference
phys_hinge#547348
<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.
In code, it is defined in `HingeConstraint.cs` file under `addons\base\code\Entity\Hammer\Constraints`.
In code, it is defined in the `HingeConstraint.cs` file under `addons\base\code\Entity\Hammer\Constraints`.
## 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)
**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.