NegateOperation
A NegateOperation is the result of a part that has been negated through Studio's solid modeling Negate tool.
A negated part turns pink and translucent as an indicator of its state. If the negated part is then unioned with a normal part using the Union tool, sections where the negated part overlaps the normal part will be cut out.
Note that you can undo part negation by selecting the negated part and clicking Negate again.
See Solid Modeling to learn more about Studio's solid modeling tools and methods.
요약
속성
속성가 PartOperation에서 상속되었습니다The level of detail used to render the solid modeled part.
- 병렬 읽기
An angle in degrees which affects the smooth shading of a solid modeled part.
- 읽기 전용복제되지 않음병렬 읽기
The number of polygons in this solid model.
- 병렬 읽기
Sets whether the PartOperation can be recolored using inherited color properties.
- 복제되지 않음병렬 읽기
Determines the level of detail the part's physics will adhere to its mesh.
- 복제되지 않음병렬 읽기
Determines the geometric representation used to compute aerodynamic forces and torques.
Determines whether a part is immovable by physics.
- 복제되지 않음병렬 읽기
The angular velocity of the part's assembly.
- 읽기 전용복제되지 않음병렬 읽기
The center of mass of the part's assembly in world space.
- 복제되지 않음병렬 읽기
The linear velocity of the part's assembly.
- 읽기 전용복제되지 않음병렬 읽기
The total mass of the part's assembly.
- 읽기 전용복제되지 않음병렬 읽기
A reference to the root part of the assembly.
Determines the type of surface for the Back face of a part (+Z direction).
Determines the type of surface for the Bottom face of a part (-Y direction).
- 복제되지 않음병렬 읽기
Determines the color of a part.
Determines the position and orientation of the BasePart in the world.
- 병렬 읽기
Determines whether a part may collide with other parts.
Determines whether the part is considered during spatial query operations.
Determines if Touched and TouchEnded events fire on the part.
- 병렬 읽기
Determines whether or not a part casts a shadow.
- 읽기 전용복제되지 않음병렬 읽기
Describes the world position in which a part's center of mass is located.
- 복제되지 않음병렬 읽기
Describes the name of a part's collision group.
Determines the color of a part.
- 읽기 전용복제되지 않음병렬 읽기
Indicates the current physical properties of the part.
Determines several physical properties of a part.
- 병렬 읽기
Used to enable or disable aerodynamic forces on parts and assemblies.
- 읽기 전용복제되지 않음병렬 읽기
- 읽기 전용복제되지 않음병렬 읽기
The actual physical size of the BasePart as regarded by the physics engine.
Determines the type of surface for the Front face of a part (-Z direction).
Determines the type of surface for the Left face of a part (-X direction).
- 숨김복제되지 않음병렬 읽기
Determines a multiplier for BasePart.Transparency that is only visible to the local client.
Determines whether a part is selectable in Studio.
Describes the mass of the part, the product of its density and volume.
Determines whether the part contributes to the total mass or inertia of its rigid body.
- 병렬 읽기
Determines the texture and default physical properties of a part.
- 복제되지 않음병렬 읽기
The name of MaterialVariant.
- 숨김복제되지 않음병렬 읽기
Describes the rotation of the part in the world.
- 병렬 읽기
Specifies the offset of the part's pivot from its CFrame.
Describes the position of the part in the world.
- 숨김읽기 전용복제되지 않음병렬 읽기
Time since last recorded physics update.
- 병렬 읽기
Determines how much a part reflects the skybox.
- 읽기 전용복제되지 않음병렬 읽기
Describes the smallest change in size allowable by the Resize method.
- 읽기 전용복제되지 않음병렬 읽기
Describes the faces on which a part may be resized.
Determines the type of surface for the Right face of a part (+X direction).
- 병렬 읽기
The main rule in determining the root part of an assembly.
The rotation of the part in degrees for the three axes.
Determines the dimensions of a part (length, width, height).
Determines the type of surface for the Top face of a part (+Y direction).
- 병렬 읽기
Determines how much a part can be seen through (the inverse of part opacity).
- 복제되지 않음스크립팅할 수 없음병렬 읽기
메서드
메서드가 PartOperation에서 상속되었습니다Substitutes the geometry of this PartOperation with the geometry of another PartOperation.
Apply an angular impulse to the assembly.
Apply an impulse to the assembly at the assembly's center of mass.
Apply an impulse to the assembly at specified position.
- 병렬 쓰기
Returns whether the parts can collide with each other.
Checks whether you can set a part's network ownership.
- 병렬 쓰기
Returns a table of parts connected to the object by any kind of rigid joint.
Return all Joints or Constraints that is connected to this Part.
Returns the value of the Mass property.
- 병렬 쓰기
Returns the current player who is the network owner of this part, or nil in case of the server.
- 병렬 쓰기
Returns true if the game engine automatically decides the network owner for this part.
- 병렬 쓰기
Returns the base part of an assembly of parts.
Returns a table of all BasePart.CanCollide true parts that intersect with this part.
- 병렬 쓰기
Returns the linear velocity of the part's assembly at the given position relative to this part.
- 병렬 쓰기
Returns true if the object is connected to a part that will hold it in place (eg an BasePart.Anchored part), otherwise returns false.
Changes the size of an object just like using the Studio resize tool.
Sets the given player as network owner for this and all connected parts.
Lets the game engine dynamically decide who will handle the part's physics (one of the clients or the server).
- IntersectAsync(parts : Objects,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):Instance생성
Creates a new IntersectOperation from the overlapping geometry of the part and the other parts in the given array.
- SubtractAsync(parts : Objects,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):Instance생성
Creates a new UnionOperation from the part, minus the geometry occupied by the parts in the given array.
- UnionAsync(parts : Objects,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):Instance생성
Creates a new UnionOperation from the part, plus the geometry occupied by the parts in the given array.
Gets the pivot of a PVInstance.
Transforms the PVInstance along with all of its descendant PVInstances such that the pivot is now located at the specified CFrame.
이벤트
이벤트가 BasePart에서 상속되었습니다Fires when a part stops touching another part as a result of physical movement.
Fires when a part touches another part as a result of physical movement.