FormFactorPart
The FormFactorPart class is an abstract class. It inherits from the BasePart class and adds the FormFactorPart.FormFactor property to classes that inherit from it.
The FormFactor property has been deprecated, so this class has been deprecated as well.
Resumo
Propriedades
Propriedades herdados de BasePartDetermines whether a part is immovable by physics.
- não replicadoler parallel
The angular velocity of the part's assembly.
- somente leituranão replicadoler parallel
The center of mass of the part's assembly in world space.
- não replicadoler parallel
The linear velocity of the part's assembly.
- somente leituranão replicadoler parallel
The total mass of the part's assembly.
- somente leituranão replicadoler parallel
A reference to the root part of the assembly.
- ler parallel
Determines the type of surface for the Back face of a part (+Z direction).
- ler parallel
Determines the type of surface for the Bottom face of a part (-Y direction).
- não replicadoler parallel
Determines the color of a part.
Determines the position and orientation of the BasePart in the world.
- ler parallel
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.
- ler parallel
Determines whether or not a part casts a shadow.
- somente leituranão replicadoler parallel
Describes the world position in which a part's center of mass is located.
- não replicadoler parallel
Describes the name of a part's collision group.
Determines the color of a part.
- somente leituranão replicadoler parallel
Indicates the current physical properties of the part.
- ler parallel
Determines several physical properties of a part.
- ler parallel
Used to enable or disable aerodynamic forces on parts and assemblies.
- somente leituranão replicadoler parallel
- somente leituranão replicadoler parallel
The actual physical size of the BasePart as regarded by the physics engine.
- ler parallel
Determines the type of surface for the Front face of a part (-Z direction).
- ler parallel
Determines the type of surface for the Left face of a part (-X direction).
- ocultonão replicadoler parallel
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.
- ler parallel
Determines the texture and default physical properties of a part.
- não replicadoler parallel
The name of MaterialVariant.
- ocultonão replicadoler parallel
Describes the rotation of the part in the world.
- ler parallel
Specifies the offset of the part's pivot from its CFrame.
Describes the position of the part in the world.
- ocultosomente leituranão replicadoler parallel
Time since last recorded physics update.
- ler parallel
Determines how much a part reflects the skybox.
- somente leituranão replicadoler parallel
Describes the smallest change in size allowable by the Resize method.
- somente leituranão replicadoler parallel
Describes the faces on which a part may be resized.
- ler parallel
Determines the type of surface for the Right face of a part (+X direction).
- ler parallel
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).
- ler parallel
Determines the type of surface for the Top face of a part (+Y direction).
- ler parallel
Determines how much a part can be seen through (the inverse of part opacity).
- não replicadonão scriptáveller parallel
Métodos
Métodos herdados de BasePartApply 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.
- escrever parallel
Returns whether the parts can collide with each other.
Checks whether you can set a part's network ownership.
- escrever parallel
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.
- escrever parallel
Returns the current player who is the network owner of this part, or nil in case of the server.
- escrever parallel
Returns true if the game engine automatically decides the network owner for this part.
- escrever parallel
Returns the base part of an assembly of parts.
Returns a table of all BasePart.CanCollide true parts that intersect with this part.
- escrever parallel
Returns the linear velocity of the part's assembly at the given position relative to this part.
- escrever parallel
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):Instancerendimentos
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):Instancerendimentos
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):Instancerendimentos
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.
Eventos
Eventos herdados de BasePartFires 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.