Phys ballsocket: Difference between revisions

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[[Image:Phys_ballsocket.png|left]]
 
{{base_point}} A ball socket [[:Category:Constraints|constraint]] is what connects your arm to your torso. It simulates a rigid connection between the centre of its constrained entities and its own origin (unlike its peers, which if given two entities will constrain them directly to each other) that prevents them from changing relative distance and makes their rotation point its own location.
 
[[Image:Phys ballsocket vis.png|center|The joint simulated by phys_ballsocket. Note that Source permits allows a full 360° of movement since the constraint itself has no physical presence. ]]
 
Despite the slightly different constraint behaviour of phys_ballsocket, it still won't remain at a fixed location when two entities are attached.
 
{{note|Torque limit is always 0 (infinite) for this entity.}}


== Entity description ==
''Example map: sourcesdk_content\hl2\mapsrc\sdk_phys_ballsocket.vmf''
[[Image:{{PAGENAME}}.png|left]]A constraint that keeps the position of two objects fixed, relative to the constraint's origin. It does not affect rotation.{{clr}}


== Keyvalues ==
== Keyvalues ==
* {{KV TwoObjectPhysics}}
{{KV TwoObjectPhysics}}


== Flags ==
== Flags ==
* {{Fl TwoObjectPhysics1}}
{{Fl TwoObjectPhysics}}
* {{Fl TwoObjectPhysics2}}


== Inputs ==
== Inputs ==
* {{I TwoObjectPhysics}}
{{I TwoObjectPhysics}}


== Outputs ==
== Outputs ==
* {{O TwoObjectPhysics}}
{{O TwoObjectPhysics}}
 
{{wrongtitle|title=phys_ballsocket}}
[[Category:Constraints|B]]

Revision as of 10:27, 13 June 2009

Phys ballsocket.png

Template:Base point A ball socket constraint is what connects your arm to your torso. It simulates a rigid connection between the centre of its constrained entities and its own origin (unlike its peers, which if given two entities will constrain them directly to each other) that prevents them from changing relative distance and makes their rotation point its own location.

The joint simulated by phys_ballsocket. Note that Source permits allows a full 360° of movement since the constraint itself has no physical presence.

Despite the slightly different constraint behaviour of phys_ballsocket, it still won't remain at a fixed location when two entities are attached.

Note.pngNote:Torque limit is always 0 (infinite) for this entity.

Example map: sourcesdk_content\hl2\mapsrc\sdk_phys_ballsocket.vmf

Keyvalues

TwoObjectPhysics:

Entity 1 (attach1) <targetname>
Entity 2 (attach2) <targetname>
The entities to constrain. Leave one or the other field blank to constrain to the world.
Note.pngNote:Only one entity will be constrained, even if several share the given targetname.
Constraint System Manager (constraintsystem) <targetname>
A phys_constraintsystem that this constraint should be a part of. This avoids the "jiggling" caused by constraints applied to the same set of entities fighting with each other.
Force Limit to Break (forcelimit) <float>
Impact force required to break the constraint, in pounds. 0 means infinite. A way of calculating this is to set it to the weight of an object that would break the constraint if it were resting on its objects.
Torque Limit to Break (torquelimit) <float>
Torque required to break the constraint, in pounds*inches. 0 means infinite. 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) <string>
A sound played when the constraint is broken.
Follow teleport distance (teleportfollowdistance) <float>
If one constrained object teleports more than this many units away, the other will teleport with it.


Flags

No Collision until break : [1]
Start inactive : [4]
Change mass to keep stable attachment to world : [8]
Do not connect entities until turned on : [16]

Inputs

TwoObjectPhysics:
Break
Force the constraint to break.
TurnOn
Enable the constraint; do this if the constrained objects don't exist when it spawns. Note that broken constraints cannot be turned back on as they have been deleted.
TurnOff
Disable the constraint.

Outputs

TwoObjectPhysics:
OnBreak
Fired when the constraint breaks.

Template:Wrongtitle