Entity/PhysicsInitMultiConvex

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(The previous example was incorrect, vertices were defined as if you were forming triangles of a convex piece, but that's not what you should do. You should only define 8 vertices to form a box, not 36)
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|Realm=Shared
 
|Realm=Shared
 
|IsClass=Yes
 
|IsClass=Yes
|Name=PhysicsInitMultiConvex
 
|Parent=Entity
 
 
}}
 
}}
 
{{Arg
 
{{Arg
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}}
 
}}
 
{{Example
 
{{Example
|Description=Creates a "box" physics mesh for the entity.
+
|Description=Creates a physics mesh for the entity which consists of two boxes.
|Code=function ENT:Initialize()
+
|Code=local min1 = Vector( -30, -10, 0 ) -- Box1 minimum corner
if ( CLIENT ) then return end -- We only want to run this code serverside
+
local max1 = Vector( -10, 10, 20 ) -- Box1 maximum corner
  
local x0 = -20 -- Define the min corner of the box
+
local min2 = Vector( 10, -5, 10 ) -- Box2 minimum corner
local y0 = -10
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local max2 = Vector( 30, 5, 40 ) -- Box1 maximum corner
local z0 = -5
+
  
local x1 = 20 -- Define the max corner of the box
+
if SERVER then
local y1 = 10
+
function ENT:Initialize()
local z1 = 5
+
self:SetModel( "models/props_c17/oildrum001.mdl" )
  
self:PhysicsInitMultiConvex( { {
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-- Initializing the multi-convex physics mesh
Vector( x1, y1, z1 ),
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self:PhysicsInitMultiConvex( {
Vector( x1, y0, z1 ),
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{ -- Each sub-table is a set of vertices of a convex piece, order doesn't matter
Vector( x0, y0, z1 ),
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Vector( min1.x, min1.y, min1.z ), -- The first box vertices
Vector( x0, y1, z1 ),
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Vector( min1.x, min1.y, max1.z ),
Vector( x1, y1, z1 ),
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Vector( min1.x, max1.y, min1.z ),
Vector( x0, y0, z1 ),
+
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 ),
 +
},
 +
} )
  
Vector( x0, y0, z0 ),
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self:SetSolid( SOLID_VPHYSICS ) -- Setting the solidity
Vector( x1, y0, z0 ),
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self:SetMoveType( MOVETYPE_VPHYSICS ) -- Setting the movement type
Vector( x0, y1, z0 ),
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Vector( x1, y0, z0 ),
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Vector( x1, y1, z0 ),
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Vector( x0, y1, z0 ),
+
  
Vector( x1, y1, z1 ),
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self:EnableCustomCollisions( true ) -- Enabling the custom collision mesh
Vector( x1, y1, z0 ),
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Vector( x1, y0, z0 ),
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Vector( x1, y0, z1 ),
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Vector( x1, y1, z1 ),
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Vector( x1, y0, z0 ),
+
  
Vector( x0, y0, z0 ),
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self:PhysWake() -- Enabling the physics motion
Vector( x0, y1, z0 ),
+
end
Vector( x0, y0, z1 ),
+
else
Vector( x0, y1, z0 ),
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local col = Color( 0, 0, 255, 255 )
Vector( x0, y1, z1 ),
+
Vector( x0, y0, z1 ),
+
  
Vector( x1, y0, z1 ),
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-- Drawing collision boxes on the client
Vector( x1, y0, z0 ),
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function ENT:Draw()
Vector( x0, y0, z0 ),
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self:DrawModel()
Vector( x0, y0, z1 ),
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Vector( x1, y0, z1 ),
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Vector( x0, y0, z0 ),
+
  
Vector( x0, y1, z0 ),
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local pos, ang = self:GetPos(), self:GetAngles()
Vector( x1, y1, z0 ),
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Vector( x0, y1, z1 ),
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Vector( x1, y1, z0 ),
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Vector( x1, y1, z1 ),
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Vector( x0, y1, z1 )
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} } )
+
  
-- Set up solidity and movetype
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render.DrawWireframeBox( pos, ang, min1, max1, col ) -- Drawing the first collision box
self:SetMoveType( MOVETYPE_VPHYSICS )
+
render.DrawWireframeBox( pos, ang, min2, max2, col ) -- Drawing the second collision box
self:SetSolid( SOLID_VPHYSICS )
+
end
 
+
-- Enable custom collisions on the entity
+
self:EnableCustomCollisions( true )
+
 
end
 
end
 +
|Output=[[File:PhysicsInitMultiConvexExample.gif]]
 
}}
 
}}

Revision as of 18:03, 10 May 2017

 Entity:PhysicsInitMultiConvex( )

Contents

Description

An advanced version of Entity:PhysicsInitConvex 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.

Arguments

table vertices

A table consisting of tables of Vectors. Each sub-table defines a set of points to be used in the computation of one convex mesh.

Examples

Example

Creates a physics mesh for the entity which consists of two boxes.

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 ) -- Box1 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

Output:

PhysicsInitMultiConvexExample.gif
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