S&box Wiki

Revision Difference

phys_hinge#548332

<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 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.⤶ ⤶ ⤶