s&
About
The Project
infoAbout s&box mapRoadmap monitoringMetricsEngine startup and usage numbers
Updates
newspaperLatest News published_with_changesChangesRelease-by-release changelog
Games
Browse Games Discover Games
gamejams

Game Jam III

Starts Fri 4 Sep
Theme

Theme revealed when the jam starts.

£50,000
prizepool
Read more
Workshop
Playable
sports_esportsGamesStandalone games and gamemodes
Assets
landscapeMaps view_in_arModels textureMaterials apparelClothing
appsEverythingEvery asset type in one list
Forum
Learn
Documentation
rocket_launchGetting Started docsDocumentation apiAPI Reference
Resources
schoolTutorials manage_searchCode Search
inputLog in with Steam chevron_leftChange Language
简体中文EnglishРусскийEspañolPortuguês-BrasilDeutsch日本語FrançaisPolskiTürkçe한국어PirateItalianoไทย繁體中文УкраїнськаČeštinaNederlandsMagyarDanskSuomiSvenskaNorskΕλληνικάRomânăБългарскиTiếng ViệtBahasa IndonesiaEspañol-Latinoaméricaالعربية
Api
Components
ModelPhysics
chevron_left Components
class
ModelPhysics

Constructors

functionsModelPhysics

Properties

data_objectBodiesdata_objectIgnoreRootdata_objectJointsdata_objectLockingdata_objectMassdata_objectMassCenterdata_objectModeldata_objectMotionEnabledremove_circlePhysicsGroupdata_objectPhysicsWereCreateddata_objectRendererdata_objectRigidbodyFlagsdata_objectStartAsleep

Methods

functionsCopyBonesFrom
ModelPhysics
Physics for a model. This is primarily used for ragdolls and other physics driven models, otherwise you should be using a Rigidbody.
class Sandbox .account_tree extends Component
sealedSandbox.Engine

build Constructors 1

ModelPhysics ()

data_object Properties 13

Bodies
List`1
Networked list of bodies.
IgnoreRoot
bool
If true, the root physics body will not drive this component's transform.
Joints
List`1
Networked list of joints.
Locking
PhysicsLock
Rigidbody locking applied to all bodies.
Mass
float
Returns the total mass of every Sandbox.Rigidbody
MassCenter
Vector3
Returns the center of mass of every Sandbox.Rigidbody in world-space
Model
Model
The model used to generate physics bodies, collision shapes, and joints.
MotionEnabled
bool
Enable to drive renderer from physics, disable to drive physics from renderer.
PhysicsGroup
obsoletePhysicsGroup
PhysicsWereCreated
bool
Renderer
SkinnedModelRenderer
The renderer that receives transform updates from physics bodies.
RigidbodyFlags
RigidbodyFlags
Rigidbody flags applied to all bodies.
StartAsleep
bool
All bodies will be put to sleep on start.

functions Methods 1

CopyBonesFrom (source, teleport)
Copy the bone positions and velocities from a different SkinnedModelRenderer

Inheritance

Component
ModelPhysics
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.
Facepunch
  • News
  • Docs
  • Metrics
  • FAQ
  • Forum
  • Discord
  • Twitter