PhysicsCreateShapeFromModel
		
		
		
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Creates shape from model in specific physics world. Model must be streamed in ( orignal gtasa models counts as stream in )
Syntax
physics-shape physicsCreateShapeFromModel(physics thePhysics, int model)
Required Arguments
- thePhysics: Physics world.
- model: object model.
Returns
- shape compound shape made of triangle mesh, boxes and spheres.
Example
Spawns hay, tree, barn, hay stack and fence as rigid body near by 0,0,0 coords
local function createRigidBodyFromModel(model, x, y, z)
  local shape = physicsCreateShapeFromModel(physics, model)
  if(shape)then
    local rigid = physicsCreateRigidBody(physics, shape)
    physicsSetProperties(rigid, "position",  x, y, z)
  end
end
createRigidBodyFromModel(3276, 0,0,10)
createRigidBodyFromModel(672, 20,0,10)
createRigidBodyFromModel(12918, -20,0,10)
createRigidBodyFromModel(3374, 0,20,10)
createRigidBodyFromModel(12919, 0,-30,10)
See Also
- physicsCreateWorld
- physicsDestroy
- physicsCreateShape
- physicsCreateShapeFromModel
- physicsCreateRigidBody
- physicsCreateStaticCollision
- physicsCreateConstraint
- physicsAddChildShape
- physicsRemoveChildShape
- physicsGetChildShapes
- physicsSetChildShapeOffsets
- physicsGetChildShapeOffsets
- physicsGetShapes
- physicsGetRigidBodies
- physicsGetStaticCollisions
- physicsGetConstraints
- physicsSetProperties
- physicsGetProperties
- physicsDrawDebug
- physicsSetDebugMode
- physicsBuildCollisionFromGTA
- physicsApplyVelocity
- physicsApplyVelocityForce
- physicsApplyAngularVelocity
- physicsApplyAngularVelocityForce
- physicsApplyDamping
- physicsRayCast
- physicsShapeCast
- physicsGetElementType
- physicsIsElement