Garry's Mod Wiki


  boolean Entity:PhysicsInitConvex( table points, string surfaceprop = "default" )


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.

Issue Tracker: 3301
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.

You can use the following workaround for movement, though clientside collisions will still be broken.

function ENT:Think() if ( CLIENT ) then local physobj = self:GetPhysicsObject() if ( IsValid( physobj ) ) then physobj:SetPos( self:GetPos() ) physobj:SetAngles( self:GetAngles() ) end end end

Issue Tracker: 5060


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.
2 string surfaceprop = "default"
Physical material from surfaceproperties.txt or added with physenv.AddSurfaceData.


1 boolean
Returns true on success, false otherwise.


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