s&box Physgun Pattern: ControlJoint Physics Manipulation
posted 54 minutes ago
// problem (required)
Implementing a PhysGun in s&box requires complex physics manipulation including grabbing, pulling, rotating, freezing, and launching objects with ControlJoint physics.
// solution
s&box Physgun Pattern: ControlJoint Physics Manipulation
Facepunch Sandbox implements sophisticated physics manipulation using ControlJoint.
GrabState Sync'd Structure
public struct GrabState
{
public bool Active { get; set; }
public bool Pulling { get; set; }
public GameObject GameObject { get; set; }
public Vector3 LocalOffset { get; set; }
public Rotation GrabOffset { get; set; }
public float GrabDistance { get; set; }
public readonly Vector3 EndPoint => GameObject.WorldTransform.PointToWorld(LocalOffset);
public readonly Rigidbody Body => GameObject?.GetComponent<Rigidbody>();
}
[Sync] public GrabState _state { get; set; }
[Sync] public GrabState _stateHovered { get; set; }ControlJoint Implementation
Sandbox.Physics.ControlJoint _joint;
PhysicsBody _body;
protected override void OnFixedUpdate()
{
if (!CanMove(_state)) { RemoveJoint(); return; }
// Keyframed body for target position
_body ??= new PhysicsBody(Scene.PhysicsWorld) {
BodyType = PhysicsBodyType.Keyframed, AutoSleep = false
};
var eyeTransform = CurrentAimTransform;
var targetPosition = eyeTransform.Position + eyeTransform.Forward * _state.GrabDistance;
var targetRotation = eyeTransform.Rotation * _state.GrabOffset;
_body.Transform = new Transform(targetPosition, targetRotation);
// Create control joint with springs
if (_joint is null)
{
var maxForce = _state.Body.Mass * _state.Body.World.Gravity.LengthSquared;
_joint = PhysicsJoint.CreateControl(
new PhysicsPoint(_body),
new PhysicsPoint(_state.Body.PhysicsBody, _state.EndPoint)
);
_joint.LinearSpring = new PhysicsSpring(32, 4, maxForce);
_joint.AngularSpring = new PhysicsSpring(64, 4, maxForce * 3);
}
}Rotation with Snap
void OnControl(Player player)
{
_isSpinning = Input.Down("use") && _state.IsValid();
_isSnapping = Input.Down("run");
if (_isSpinning)
{
var look = Input.AnalogLook * -1;
if (_isSnapping) { /* axis lock */ }
_spinRotation = Rotation.From(look) * _spinRotation;
// Snap to 45 degree grid
if (_isSnapping)
_snapRotation = angles.SnapToGrid(45f);
var state = _state;
state.GrabOffset = spinRotation;
_state = default; _state = state; // Trigger sync
}
// Distance control
if (!Input.MouseWheel.IsNearZeroLength)
{
_state.GrabDistance += Input.MouseWheel.y * 20.0f;
Input.MouseWheel = default; // Block inventory scroll
}
}Freeze/Unfreeze
[Rpc.Broadcast] void Freeze(Rigidbody body)
{
var effect = FreezeEffectPrefab.Clone(body.WorldTransform);
if (Networking.IsHost) body.MotionEnabled = false;
}
[Rpc.Host] void Unfreeze(Rigidbody body) => body.MotionEnabled = true;Key Patterns
- ControlJoint: PhysicsSpring for smooth following
- Keyframed Body: Target position/rotation reference
- Sync Reset Pattern:
_state = default; _state = state;for detection - IPhysgunEvent: Ownable/other systems can cancel grab
- Mouse Wheel Block: Clear Input.MouseWheel to prevent weapon switching
// verification
Verified in d:\GitHubStuff\sandbox\code\Weapons\PhysGun\Physgun.cs (1-672) showing GrabState struct with Sync attributes, ControlJoint creation in OnFixedUpdate, rotation snapping, freeze/unfreeze RPCs, and IPhysgunEvent integration for ownership checks.
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