Phys pulleyconstraint: Difference between revisions

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(Rephrased things and templated the keyvalues.)
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==Description==
==Description==
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.
A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two pulleyed objects, specified in the ''Entity 1'' (''attach1'') and ''Entity 2'' (''attach2'') keyvalues, each suspended from a pulley above them.
 
Pulley point 1 - the pulley from which ''Entity 1'' is always suspended from - is the origin of this constraint entity.
 
Pulley point 2 - the pulley from which ''Entity 2'' is always suspended from - is the position of the "blue ball", set by altering the ''Pulley Position 2'' (''position2'') keyvalue directly, or by using the Helper Tool.
 
The constraint keeps the sum of the distances between the pulley points and their suspended objects constant.


==Keyvalues==
==Keyvalues==
*{{kv targetname}}
* {{kv twoobjectphysics}}
*'''attach1''' <target_destination>
:Pulleyed object 1. It will hang below the [[phys_pulleyconstraint]].
*'''attach2''' <target_destination>
:Pulleyed object 2. It will hang below the point specified by the '''position2''' keyvalue.
*'''constraintsystem''' <target_destination>
:The name of a phys_constraintsystem that this constraint should be a part of. All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation.
*'''forcelimit''' <float>
:The amount of force 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.
*'''torquelimit''' <float>
:The amount of torque 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.
*'''breaksound''' <sound>
:A sound played when the constraint is broken.
*'''addlength''' <float>
*'''addlength''' <float>
:Add (or subtract) this amount to the rest length of the pulley rope.
:Add (or subtract) this amount to the rest length of the pulley rope.
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:Add (or subtract) this amount to the rest length of the pulley rope.
:Add (or subtract) this amount to the rest length of the pulley rope.
*'''position2''' <vecline>
*'''position2''' <vecline>
: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 2. This point can be set by using the Helper Tool in Hammer.
:Pulley Position 2 - The position of the pulley for ''Entity 2''. This point can be set by using the Helper Tool.


==Inputs==
==Inputs==

Revision as of 20:15, 24 March 2006

Description

A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two pulleyed objects, specified in the Entity 1 (attach1) and Entity 2 (attach2) keyvalues, each suspended from a pulley above them.

Pulley point 1 - the pulley from which Entity 1 is always suspended from - is the origin of this constraint entity.

Pulley point 2 - the pulley from which Entity 2 is always suspended from - is the position of the "blue ball", set by altering the Pulley Position 2 (position2) keyvalue directly, or by using the Helper Tool.

The constraint keeps the sum of the distances between the pulley points and their suspended objects constant.

Keyvalues

Add (or subtract) this amount to the rest length of the pulley rope.
  • gearratio <float>
Add (or subtract) this amount to the rest length of the pulley rope.
  • position2 <vecline>
Pulley Position 2 - The position of the pulley for Entity 2. This point can be set by using the Helper Tool.

Inputs

Force the constraint to break.
  • TurnOn
Enable the constraint. Do this when the objects don't exist when the constraint spawns - or when you have deactivated the constraint. Broken constraints can NOT be turned on. They have been deleted.
  • TurnOff
Disable this constraint.

Outputs

Fired when the constraint breaks.