Revision Difference
Entity:PhysicsInitMultiConvex#545896
<function name="PhysicsInitMultiConvex" parent="Entity" type="classfunc">
<description>
An advanced version of <page>Entity:PhysicsInitConvex</page> which initializes a physics object from multiple convex meshes. This should be used for physics objects with a custom shape which cannot be represented by a single convex mesh.
If successful, the previous physics object will be removed.
⤶
<bug>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 work-around 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⤶
```⤶
⤶
<bug issue="5060">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.
⤶
A workaround is available on the <page>Entity:PhysicsInitConvex</page> page.
</bug>
</description>
<realm>Shared</realm>
<args>
<arg name="vertices" type="table">A table consisting of tables of <page>Vector</page>s. Each sub-table defines a set of points to be used in the computation of one convex mesh.</arg>
</args>
<rets>
<ret name="" type="boolean">Returns true on success, nil otherwise</ret>⤶
<ret name="" type="boolean">Returns `true` on success, `nil` otherwise.</ret>⤶
</rets>
</function>
<example>
<description>Creates a physics mesh for the entity which consists of two boxes.</description>
<code>
local min1 = Vector( -30, -10, 0 ) -- Box1 minimum corner
local max1 = Vector( -10, 10, 20 ) -- Box1 maximum corner
local min2 = Vector( 10, -5, 10 ) -- Box2 minimum corner
local max2 = Vector( 30, 5, 40 ) -- Box2 maximum corner
if SERVER then
function ENT:Initialize()
self:SetModel( "models/props_c17/oildrum001.mdl" )
-- Initializing the multi-convex physics mesh
self:PhysicsInitMultiConvex( {
{ -- Each sub-table is a set of vertices of a convex piece, order doesn't matter
Vector( min1.x, min1.y, min1.z ), -- The first box vertices
Vector( min1.x, min1.y, max1.z ),
Vector( min1.x, max1.y, min1.z ),
Vector( min1.x, max1.y, max1.z ),
Vector( max1.x, min1.y, min1.z ),
Vector( max1.x, min1.y, max1.z ),
Vector( max1.x, max1.y, min1.z ),
Vector( max1.x, max1.y, max1.z ),
},
{ -- All these tables together form a concave collision mesh
Vector( min2.x, min2.y, min2.z ), -- The second box vertices
Vector( min2.x, min2.y, max2.z ),
Vector( min2.x, max2.y, min2.z ),
Vector( min2.x, max2.y, max2.z ),
Vector( max2.x, min2.y, min2.z ),
Vector( max2.x, min2.y, max2.z ),
Vector( max2.x, max2.y, min2.z ),
Vector( max2.x, max2.y, max2.z ),
},
} )
self:SetSolid( SOLID_VPHYSICS ) -- Setting the solidity
self:SetMoveType( MOVETYPE_VPHYSICS ) -- Setting the movement type
self:EnableCustomCollisions( true ) -- Enabling the custom collision mesh
self:PhysWake() -- Enabling the physics motion
end
else
local col = Color( 0, 0, 255, 255 )
-- Drawing collision boxes on the client
function ENT:Draw()
self:DrawModel()
local pos, ang = self:GetPos(), self:GetAngles()
render.DrawWireframeBox( pos, ang, min1, max1, col ) -- Drawing the first collision box
render.DrawWireframeBox( pos, ang, min2, max2, col ) -- Drawing the second collision box
end
end
</code>
<output><image src="PhysicsInitMultiConvexExample.gif"/></output>
⤶
</example></example>