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ENTITY:GetRenderMesh

table ENTITY:GetRenderMesh()

Description

Specify a mesh that should be rendered instead of this SENT's model.

Returns

1 table
A table containing the following keys:

Example

A box that renders nicely with ambient lighting, projected textures, and bumpmaps. Performed in the most lines of code possible.

AddCSLuaFile() DEFINE_BASECLASS( "base_anim" ) ENT.PrintName = "Other Cube" ENT.Spawnable = true ENT.Mins = Vector( -16, -16, -16 ) ENT.Maxs = Vector( 16, 16, 16 ) ENT.Material = Material( "hunter/myplastic" ) function ENT:SpawnFunction( ply, tr, ClassName ) local ent = ents.Create( ClassName ) ent:SetPos( tr.HitPos + tr.HitNormal * 32 ) ent:Spawn() return ent end function ENT:Initialize() if CLIENT then self:CreateMesh() self:SetRenderBounds( self.Mins, self.Maxs ) end self:DrawShadow( false ) end function ENT:GetRenderMesh() return { Mesh = self.Mesh, Material = self.Material } end function ENT:CreateMesh() self.Mesh = Mesh() local positions = { Vector( -0.5, -0.5, -0.5 ), Vector( 0.5, -0.5, -0.5 ), Vector( -0.5, 0.5, -0.5 ), Vector( 0.5, 0.5, -0.5 ), Vector( -0.5, -0.5, 0.5 ), Vector( 0.5, -0.5, 0.5 ), Vector( -0.5, 0.5, 0.5 ), Vector( 0.5, 0.5, 0.5 ), }; local indices = { 1, 7, 5, 1, 3, 7, 6, 4, 2, 6, 8, 4, 1, 6, 2, 1, 5, 6, 3, 8, 7, 3, 4, 8, 1, 4, 3, 1, 2, 4, 5, 8, 6, 5, 7, 8, } local normals = { Vector( -1, 0, 0 ), Vector( 1, 0, 0 ), Vector( 0, -1, 0 ), Vector( 0, 1, 0 ), Vector( 0, 0, -1 ), Vector( 0, 0, 1 ), } local tangents = { { 0, 1, 0, -1 }, { 0, 1, 0, -1 }, { 0, 0, 1, -1 }, { 1, 0, 0, -1 }, { 1, 0, 0, -1 }, { 0, 1, 0, -1 }, } local uCoords = { 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 1, } local vCoords = { 0, 1, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, } local verts = {} local scale = self.Maxs - self.Mins for vert_i = 1, #indices do local face_i = math.ceil( vert_i / 6 ) verts[vert_i] = { pos = positions[indices[vert_i]] * scale, normal = normals[face_i], u = uCoords[vert_i], v = vCoords[vert_i], userdata = tangents[face_i] } end self.Mesh:BuildFromTriangles( verts ) end

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