Garry's Mod Wiki

ents.FindInCone

  table ents.FindInCone( Vector origin, Vector normal, number range, number angle_cos )

Description

Finds and returns all entities within the specified cone. Only entities whose Entity:WorldSpaceCenter is within the cone are considered to be in it.

The "cone" is actually a conical "slice" of an axis-aligned box (see: ents.FindInBox). The image to the right shows approximately how this function would look in 2D. Due to this, the entity may be farther than the specified range!

Arguments

1 Vector origin
The tip of the cone.
2 Vector normal
Direction of the cone.
3 number range
The range of the cone/box around the origin.
The function internally adds 1 to this argument before using it.
4 number angle_cos
The cosine of the angle between the center of the cone to its edges, which is half the overall angle of the cone.

1 makes a 0° cone, 0.707 makes approximately 90°, 0 makes 180°, and so on.

Returns

1 sequential table<Entity>
A table of all found Entitys.

Example

Demonstrates how this function works.

local size = 128 local fov = 15 local segments = 32 local mat = Material("models/shiny") mat:SetFloat("$alpha", 0.25) hook.Add("PostDrawOpaqueRenderables", "ents.FindInCone demo", function() local ply = LocalPlayer() if IsValid(ply) == false then return end local startPos = ply:EyePos() local dir = ply:GetAimVector() dir:Normalize() local angleCos = math.cos(math.rad(fov)) local radius = math.tan(math.acos(angleCos)) * size local endPos = startPos + dir * size render.SetMaterial(mat) render.DrawSphere(startPos, size, 24, 16, color_white, true) local mins = Vector(-size, -size, -size) local maxs = Vector(size, size, size) render.DrawWireframeBox(startPos, angle_zero, mins, maxs, color_white, true) render.DrawBox(startPos, angle_zero, -mins, -maxs, color_white) local up = Vector(0, 0, 1) if math.abs(dir:Dot(up)) > 0.99 then up = Vector(1, 0, 0) end local right = dir:Cross(up) right:Normalize() up = right:Cross(dir) up:Normalize() render.SetColorMaterial() for i = 0, segments - 1 do local a1 = (i / segments) * math.pi * 2 local a2 = ((i + 1) / segments) * math.pi * 2 local p1 = endPos + (right * math.cos(a1) + up * math.sin(a1)) * radius local p2 = endPos + (right * math.cos(a2) + up * math.sin(a2)) * radius render.DrawBeam(p1, p2, 2, 0, 1, Color(17, 163, 204, 50)) render.DrawBeam(startPos, p1, 2, 0, 1, Color(0, 124, 158, 50)) end render.DrawLine(startPos, endPos, Color(0, 255, 0), true) for _, ent in ipairs(ents.FindInCone(startPos, dir, size, angleCos)) do render.DrawLine( startPos, ent:WorldSpaceCenter(), Color(255, 0, 0), true ) end end)
Output: