Revision Difference
phys_hinge#548332
<title>phys_hinge</title>⤶
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# phys_hinge⤶
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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.⤶
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In code, it is defined in the `HingeConstraint.cs` file under `addons\base\code\Entity\Hammer\Constraints`.⤶
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## Keyvalues⤶
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**Name (`targetname`)** ⤶
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>* The name that other entities refer to this entity by.⤶
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**Tags (`tags`)**⤶
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>* A list of general purpose tags for this entity, for interactions with other entities such as triggers.⤶
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**Friction (`friction`)** ⤶
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>* Resistance/friction in the constraint.⤶
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**Min Rotation Limit (`min_rotation`)**⤶
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>* Minimum rotation limit around hinge axis.⤶
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**Max Rotation Limit (`max_rotation`)**⤶
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>* Maximum rotation limit around hinge axis.⤶
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**Initial rotation (`initial_rotation`)**⤶
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>* Initial rotation of the hinge (values -1 to 1 where -1 mean open at minimum limit and 1 means open at maximum limit) ⤶
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**Hinge Axis (`hingeaxis`)**⤶
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**Motor Frequency (`motorfrequency`)**⤶
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>* Range 0 - 30 (only used when driving the relative angle through the angle input) ⤶
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**Motor damping ratio (`motordampingratio`)**⤶
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>* Range 0 - 1 (only used when driving the relative angle through the angle input) ⤶
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**Entity 1 (`attach1`)** ⤶
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>* The source entity to constrain from. Leave empty to constrain from the world entity.⤶
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**Entity 2 (`attach2`)** ⤶
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>* The entity we constrain to. ⤶
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**Enable Collision (`enablecollision`)** ⤶
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>* Constraints disable collision between the attached entities. In some rare cases we want to enable this collision. ⤶
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**Impulse Limit to Break (kg) (`forcelimit`)**⤶
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>* 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. ⤶
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**Angular Impulse Limit to Break (kg* distance) (`torquelimit`)**⤶
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>* 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.⤶
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**Play Sound on Break (`breaksound`)**⤶
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>* A sound played when the constraint is broken.⤶
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