Revision Difference
phys_pulleyconstraint#548330
<title>phys_pulleyconstraint</title>⤶
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# phys_pulleyconstraint⤶
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A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two objects, each suspended from a pulley above them. The constraint keeps the sum of the distances between the pulley points and their suspended objects constant.⤶
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In code, it is defined in the `PulleyConstraint.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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**Pully Posision 2 (`position2`)**⤶
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>* The position of the pulley for Entity 2.⤶
The pulley for Entity 1 is the origin of this constraint entity.⤶
Entity 1 is always suspended from pulley point 1, and Entity 2 is always suspended from pulley point.⤶
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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.