특정 개체와 직접 관련이 없는 기하 작업이 포함된 서비스.
요약
메서드
각각의 부모와 함께 보존하도록 선택할 수 있는 Constraints 및 Attachments 테이블을 반환합니다.
하나 이상의 PartOperations 를 하나의 부품과 다른 부품의 교차 기하학에서 생성합니다.
하나 이상의 PartOperations를 다른 부품에 의해 차지되는 부분을 뺀 한 부분으로 만들어 다른 부품에 의해 차지되는 기하오메트리를 줄입니다.
하나 이상의 PartOperations를 한 부분과 다른 부분에 의해 차지된 기하학으로 만듭니다.
속성
메서드
CalculateConstraintsToPreserve
매개 변수
반환
코드 샘플
Preserve Constraints
local GeometryService = game:GetService("GeometryService")
local mainPart = workspace.PurpleBlock
local otherParts = { workspace.BlueBlock }
local options = {
CollisionFidelity = Enum.CollisionFidelity.Default,
RenderFidelity = Enum.RenderFidelity.Automatic,
SplitApart = true,
}
local constraintOptions = {
tolerance = 0.1,
weldConstraintPreserve = Enum.WeldConstraintPreserve.All,
dropAttachmentsWithoutConstraints = false,
}
-- Perform subtract operation in pcall() since it's asyncronous
local success, newParts = pcall(function()
return GeometryService:SubtractAsync(mainPart, otherParts, options)
end)
if success and newParts then
-- Loop through resulting parts to reparent/reposition
for _, newPart in pairs(newParts) do
newPart.Parent = mainPart.Parent
newPart.CFrame = mainPart.CFrame
newPart.Anchored = mainPart.Anchored
end
-- Calculate constraints/attachments to either preserve or drop
local recommendedTable = GeometryService:CalculateConstraintsToPreserve(mainPart, newParts, constraintOptions)
-- Preserve constraints/attachments based on recommended table
for _, item in pairs(recommendedTable) do
if item.Attachment then
item.Attachment.Parent = item.AttachmentParent
if item.Constraint then
item.Constraint.Parent = item.ConstraintParent
end
elseif item.NoCollisionConstraint then
local newNoCollision = Instance.new("NoCollisionConstraint")
newNoCollision.Part0 = item.NoCollisionPart0
newNoCollision.Part1 = item.NoCollisionPart1
newNoCollision.Parent = item.NoCollisionParent
elseif item.WeldConstraint then
local newWeldConstraint = Instance.new("WeldConstraint")
newWeldConstraint.Part0 = item.WeldConstraintPart0
newWeldConstraint.Part1 = item.WeldConstraintPart1
newWeldConstraint.Parent = item.WeldConstraintParent
end
end
-- Destroy original parts
mainPart.Parent = nil
mainPart:Destroy()
for _, otherPart in pairs(otherParts) do
otherPart.Parent = nil
otherPart:Destroy()
end
end
IntersectAsync
매개 변수
반환
코드 샘플
GeometryService:IntersectAsync()
local GeometryService = game:GetService("GeometryService")
local mainPart = workspace.PurpleBlock
local otherParts = { workspace.BlueBlock }
local options = {
CollisionFidelity = Enum.CollisionFidelity.Default,
RenderFidelity = Enum.RenderFidelity.Automatic,
SplitApart = true,
}
-- Perform intersect operation in pcall() since it's asyncronous
local success, newParts = pcall(function()
return GeometryService:IntersectAsync(mainPart, otherParts, options)
end)
if success and newParts then
-- Loop through resulting parts to reparent/reposition
for _, newPart in pairs(newParts) do
newPart.Parent = mainPart.Parent
newPart.CFrame = mainPart.CFrame
newPart.Anchored = mainPart.Anchored
end
-- Destroy original parts
mainPart.Parent = nil
mainPart:Destroy()
for _, otherPart in pairs(otherParts) do
otherPart.Parent = nil
otherPart:Destroy()
end
end
SubtractAsync
매개 변수
반환
코드 샘플
GeometryService:SubtractAsync()
local GeometryService = game:GetService("GeometryService")
local mainPart = workspace.BlueCylinder
local otherParts = { workspace.PurpleBlock }
local options = {
CollisionFidelity = Enum.CollisionFidelity.Default,
RenderFidelity = Enum.RenderFidelity.Automatic,
SplitApart = true,
}
-- Perform subtract operation in pcall() since it's asyncronous
local success, newParts = pcall(function()
return GeometryService:SubtractAsync(mainPart, otherParts, options)
end)
if success and newParts then
-- Loop through resulting parts to reparent/reposition
for _, newPart in pairs(newParts) do
newPart.Parent = mainPart.Parent
newPart.CFrame = mainPart.CFrame
newPart.Anchored = mainPart.Anchored
end
-- Destroy original parts
mainPart.Parent = nil
mainPart:Destroy()
for _, otherPart in pairs(otherParts) do
otherPart.Parent = nil
otherPart:Destroy()
end
end
UnionAsync
매개 변수
반환
코드 샘플
GeometryService:UnionAsync()
local GeometryService = game:GetService("GeometryService")
local mainPart = workspace.BlueBlock
local otherParts = { workspace.PurpleCylinder }
local options = {
CollisionFidelity = Enum.CollisionFidelity.Default,
RenderFidelity = Enum.RenderFidelity.Automatic,
SplitApart = false,
}
-- Perform union operation in pcall() since it's asyncronous
local success, newParts = pcall(function()
return GeometryService:UnionAsync(mainPart, otherParts, options)
end)
if success and newParts then
-- Loop through resulting parts to reparent/reposition
for _, newPart in pairs(newParts) do
newPart.Parent = mainPart.Parent
newPart.CFrame = mainPart.CFrame
newPart.Anchored = mainPart.Anchored
end
-- Destroy original parts
mainPart.Parent = nil
mainPart:Destroy()
for _, otherPart in pairs(otherParts) do
otherPart.Parent = nil
otherPart:Destroy()
end
end