![]() phys_ballsocket constraining two boxes to itself There's no way to restrict the range of movement around this entity. This joint allows for a full 360° range of movement, as it has no physical presence. The ball socket constraint creates an elbow joint for the two specified entities to swivel around. (This is equivalent to the Rope tool in Garry's Mod.) phys_ballsocket If the "Keep Rigid" spawnflag is set, the entities will be stuck the same distance apart, though they'll be able to rotate around their origins, unlike phys_constraint. The length constraint is like phys_constraint, but with a specifiable amount of give between the entities. phys_ragdollconstraint keeping a Combine soldier suspended in midair phys_lengthconstraint Restrictions on how far the ragdoll can rotate along each axis can also be set. The ragdoll constraint will act as a "pin" and keep a ragdoll attached to another object, much like the normal phys_constraint. (This is equivalent to the Weld tool in Garry's Mod.) phys_constraint holding two boxes together phys_ragdollconstraint The entities will move with one another, but the distance between them cannot change. ![]() The most basic physics constraint, phys_constraint attaches two entities to each other rigidly. (The screenshots in this section were taken in Garry's Mod using the Toolgun's constraints.) phys_constraint You can use them to test and debug any physics contraptions you'd like to add to your own maps, before you actually create them. The Toolgun's constraints work identically to the equivalent placeable entities in Hammer. There's a good chance you've already played with physics constraints, if you've built anything in Garry's Mod before. Listed below are all of the physics constraints available in Source, in increasing order of complexity. If you encounter any jiggling between entities in a large system of constraints, place a phys_constraintsystem in the world and assign each constraint to it using the constraintsystem or "Constraint System Manager" keyvalue. Any constraint can be assigned to a phys_constraintsystem, which accounts for all constraints assigned to it in physics calculations, rather than solving for each separately.The I/O system can still be used to detach the two objects from one another. Setting the force and torque limits to 0 will make the constraint unbreakable, however. All constraints are breakable through player-created forces.If only one object is specified, the constraint entity itself becomes the second entity.The objects don't need to touch or be anywhere near one another when defined as attached.Understanding physics constraintsĪ few things are true about nearly all of the physics constraints listed below: The simulation is mostly concerned with the defined weight of objects, the rate at which they move, and the resulting calculations of forces when those objects collide with others. The two major forces that Source's Havok simulates are linear force (where objects are pushed, pulled, and shoved against one another) and rotational force (also called torque). VPhysics objects can be rotated any which way and shoved around realistically by way of forces. Props, ragdolls, vehicles, and flying NPCs such as helicopters use VPhysics instead. (This is why moving NPCs with the Physgun in Garry's Mod is so wonky and limited.) You don't need to worry about QPhysics much just know that QPhysics objects can't be constrained with the entities discussed in this guide. QPhysics are a much simpler, legacy system originally implemented in Quake, because real-time physics calculations involving players and NPCs would be too costly at runtime. Source actually has two different physics systems at play: the familiar VPhysics system, which is added by the Havok engine, and QPhysics, which is what players and ground NPCs use. Some of them (such as the pulley constraint) are analogous to the classical simple machines, while others (like the "keep upright" constraint) modify physical properties of the entity in question.Ī bit of background is required to understand the mechanics behind Source's physics engine. Physics constraints allow props and other entities to be attached to one another and simulate each other in a variety of interesting and realistic ways. In particular, those physics traps are built using a class of entities known as physics constraints. A Ravenholm blade trap slicing a zombie in half Source makes prime use of the Havok physics engine in realistically simulating props and objects, most notably in Half-Life 2's Ravenholm chapter, where physics traps are common, and the player's newly-acquired Gravity Gun becomes a vital part of their arsenal. One of the major selling points of the Source engine are its physics. Related Guides Prop Types in the Source Engine Constant, Linear, and Quadratic Lighting in Hammer Explained Understanding Source's Physics Constraints (January 22, 2018)
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