Phys hinge

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Entity Description

A physically simulated hinge, rotating entities around an axis. The axis is the line between the actual point entity and its origin as set in hammer, although it can also be set using the helper. This allows for, essentially, an infinite number of usable axes.

Example: If the origin of a phys_hinge were to be dragged directly above the entity itself, the hinge axis would be a vertical line. If dragged to the side of the entity, the axis would be horizontal in whichever direction the origin were placed.

An entity can be set to rotate around a fixed point in the world by entering its name either in the attach1 (Entity 1) or the attach2 (Entity 2) keyvalue. It can also be set to rotate around another entity by specifying both of these fields, potentially creating a hinge that can be moved around in the world.

To set how tight these two objects will hinge together, you can apparently alter the Mass Scale keyvalue of the constrained entities. (If you come up with a better idea on how to do this, please add it.)

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.
  • hingefriction
<float> Resistance/friction in the hinge
  • hingeaxis
<vecline>
  • SystemLoadScale
<float> Scale of the load connected to this hinge (1=just the objects directly connected)

Flags

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.
  • SetAngularVelocity <float>
Set angular velocity around the hinge (motor)

Outputs