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Entity:PhysicsInitConvex

boolean Entity:PhysicsInitConvex( table points )

Description

Initializes the physics mesh of the entity with a convex mesh defined by a table of points. The resulting mesh is the of all the input points. If successful, the previous physics object will be removed.

This is the standard way of creating moving physics objects with a custom convex shape. For more complex, concave shapes, see Entity:PhysicsInitMultiConvex.

This will crash if given all Vector(0,0,0)s.
Clientside physics objects are broken and do not move properly in some cases. Physics objects should only created on the server or you will experience incorrect physgun beam position, prediction issues, and other unexpected behavior.

Arguments

1 table points
A table of eight Vectors, in local coordinates, to be used in the computation of the convex mesh. Order does not matter.

Returns

1 boolean
Returns true on success, nil otherwise.

Example

Creates a "box" physics mesh for the entity.

function ENT:Initialize() if ( CLIENT ) then return end -- We only want to run this code serverside local x0 = -20 -- Define the min corner of the box local y0 = -10 local z0 = -5 local x1 = 20 -- Define the max corner of the box local y1 = 10 local z1 = 5 self:PhysicsInitConvex( { Vector( x0, y0, z0 ), Vector( x0, y0, z1 ), Vector( x0, y1, z0 ), Vector( x0, y1, z1 ), Vector( x1, y0, z0 ), Vector( x1, y0, z1 ), Vector( x1, y1, z0 ), Vector( x1, y1, z1 ) } ) -- Set up solidity and movetype self:SetMoveType( MOVETYPE_VPHYSICS ) self:SetSolid( SOLID_VPHYSICS ) -- Enable custom collisions on the entity self:EnableCustomCollisions( true ) end

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