Info constraint anchor: Difference between revisions

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{{wrongtitle|title=info_constraint_anchor}}
{{base point|info_constraint_anchor}} It is used to attach [[constraint]]s to a local position on an entity. Usually constraints will attach to the center of mass of an object. Attach the desired constraint to this entity, and then [[parent]] this entity to the entity you want the constraint to apply to.
{{base_point}}
 
==Entity Description==
An [[entity]] used to attach [[constraint]]s to a local position on an entity. Usually constraints will attach to the center of mass of an object. Attach the desired constraint to this entity, and then [[parent]] this entity to the entity you want the constraint to apply to.


==Availability==
==Availability==
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{{in code|class=class_c_constraint_anchor.html CConstraintAnchor|file=physconstraint_8cpp-source.html physconstraint.cpp}}
{{in code|class=class_c_constraint_anchor.html CConstraintAnchor|file=physconstraint_8cpp-source.html physconstraint.cpp}}


==Keyvalues==
== Keyvalues ==
*{{KV Targetname}}
{{KV|Amount to scale the mass of this body in the constraint solver|float}}
*{{KV Parentname}}
{{KV Targetname}}
*'''massScale'''
{{KV Parentname}}
:<float> Amount to scale the mass of this body in the constraint solver.


==Inputs==
== Inputs ==
*{{I Targetname}}
{{I Targetname}}
*{{I Parentname}}
{{I Parentname}}


==Outputs==
== Outputs ==
*{{O Targetname}}
{{O Targetname}}

Revision as of 07:38, 26 July 2011

Template:Base point It is used to attach constraints to a local position on an entity. Usually constraints will attach to the center of mass of an object. Attach the desired constraint to this entity, and then parent this entity to the entity you want the constraint to apply to.

Availability

Template:In game Template:Game-base Template:In code

Keyvalues

Amount to scale the mass of this body in the constraint solver ([todo internal name (i)]) <float>
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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs