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PhysObj:ApplyForceCenter#528430

<function name="ApplyForceCenter" parent="PhysObj" type="classfunc"> <description> Applies the specified force to the physics object. (in Newtons) Applies the specified force to the physics object (in [Newtons](https://en.wikipedia.org/wiki/Newton_(unit))). <note>This will not work on players, use <page>Entity:SetVelocity</page> instead.</note> </description> <realm>Shared</realm> <args> <arg name="force" type="Vector">The force to be applied.</arg> </args> </function> <example> <description> An entity that Simulates it's own gravity by applying a force downward on the entity based on the force equation.⤶ (Force = mass * acceleration) Since, by default, entities already have gravity. The default gravity must be turned off by adding "phys:EnableGravity(false)" in the entities Initialize function so that the default gravity doesn't interfere with our custom gravity. ⤶ NOTE: We can get the mass of the entity by using the GetMass() function. ⤶ ⤶ ⤶ <note>-9.80665 (meters / second^2) Is the approximate acceleration of objects on Earth due to gravity. (It is negative because gravity pushes things downwards.)</note>⤶ An entity that Simulates it's own gravity by applying a force downward on the entity based on the force equation :⤶ ⤶ `(Force = mass * acceleration)`⤶ Since, by default, entities already have gravity. The default gravity must be turned off by adding `phys:EnableGravity(false)` in the entities <page text="Initialize">ENTITY:Initialize</page> function so that the default gravity doesn't interfere with our custom gravity. ⤶ **NOTE**: We can get the mass of the entity by using the <page>PhysObj:GetMass</page> function. ⤶ <note>-9.80665 (meters / second ^ 2) Is the approximate acceleration of objects on Earth due to gravity. (It is negative because gravity pushes things downwards.)</note>⤶ </description> <code> function ENT:Initialize() self:SetModel("models/hunter/blocks/cube1x1x1.mdl") self:PhysicsInit(SOLID_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) if phys:IsValid() then⤶ phys:EnableGravity(false) -- This is required. Since we are creating our own gravity.⤶ self:SetModel( "models/hunter/blocks/cube1x1x1.mdl" ) self:PhysicsInit( SOLID_VPHYSICS ) self:SetSolid( SOLID_VPHYSICS ) self:SetMoveType( MOVETYPE_VPHYSICS ) local phys = self:GetPhysicsObject()⤶ if phys:IsValid() then⤶ phys:EnableGravity( false ) -- This is required. Since we are creating our own gravity.⤶ phys:Wake() end end function ENT:PhysicsUpdate(phys) local phys = self:GetPhysicsObject() phys:ApplyForceCenter(Vector(0,0,phys:GetMass()*-9.80665))⤶ function ENT:PhysicsUpdate( phys ) phys:ApplyForceCenter( Vector( 0, 0, phys:GetMass() * -9.80665 ) ) end </code> ⤶ </example></example>