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Phys constraintsystem: Difference between revisions

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{{wrongtitle|title=phys_constraintsystem}}
{{CD|CPhysConstraintSystem|file1=physconstraint.cpp}}
==Entity Description==
{{this is a|logical entity|name=phys_constraintsystem|engine=Source}} If you have a collection of objects connected by [[:Category:Constraints|constraints]], you may encounter vibration or jiggling. This is because each constraint is solved without regard for any others until you introduce a '''phys_constraintsystem'''.
An entity used to manage a group of interacting constraints and keep them stable. All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation.


'''''Note:''' This entity is valid in many mods but only appears in the halflife2.fgd ({{not in fgd}})''
To implement a phys_constraintsystem create one and give it a name, then select the constraints you want to group together and set it as their "Constraint System Manager".


==Keyvalues==
A constraintsystem also allows you to control the number of iterations performed on the constraints, allowing you to allocate more CPU to get the solution tighter. This will help when objects of dissimilar mass are connected, as if a large-mass object is in violation of the constraint it will take more iterations for it to move to a non-violating position/orientation. [[Ragdoll]]s create a constraint system internally to solve these issues.
*{{kv targetname}}
*'''additionaliterations''' <integer>
:Adding iterations makes the interactions among constraints in a system tighter. It will not compensate for errors due to collision, but will help in cases where objects of disparate mass are constrained to each other.


==Inputs==
== Keyvalues ==
*{{i targetname}}
{{KV Targetname}}
{{KV|Additional System Iterations|intn=additionaliterations|integer|Adding iterations makes the interactions among constraints in a system tighter. It will not compensate for errors due to collision, but will help in cases where objects of disparate mass are constrained to each other.}}


==Outputs==
[[Category:Constraints|C]]
*{{o targetname}}
[[Category:Entities]]

Latest revision as of 06:23, 29 April 2025

C++ Class hierarchy
CPhysConstraintSystem
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ physconstraint.cpp

phys_constraintsystem is a logical entity available in all Source Source games. If you have a collection of objects connected by constraints, you may encounter vibration or jiggling. This is because each constraint is solved without regard for any others until you introduce a phys_constraintsystem.

To implement a phys_constraintsystem create one and give it a name, then select the constraints you want to group together and set it as their "Constraint System Manager".

A constraintsystem also allows you to control the number of iterations performed on the constraints, allowing you to allocate more CPU to get the solution tighter. This will help when objects of dissimilar mass are connected, as if a large-mass object is in violation of the constraint it will take more iterations for it to move to a non-violating position/orientation. Ragdolls create a constraint system internally to solve these issues.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Additional System Iterations (additionaliterations) <integer>
Adding iterations makes the interactions among constraints in a system tighter. It will not compensate for errors due to collision, but will help in cases where objects of disparate mass are constrained to each other.