学习
引擎类
GeometryService
无法创建
服务

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概要
继承成员

API 参考
方法
CalculateConstraintsToPreserve
功能: CSG
GeometryService:CalculateConstraintsToPreserve(
source:Instance, destination:{any}, options:Dictionary
参数
source:Instance
destination:{any}
options:Dictionary
默认值:"nil"
返回
代码示例
保持约束
local GeometryService = game:GetService("GeometryService")
local main, other = workspace.Part1, workspace.Part2
local success, newParts = pcall(function()
return GeometryService:SubtractAsync(main, {other})
end)
if success and newParts then
for _, p in newParts do p.Parent = workspace end
for _, rec in GeometryService:CalculateConstraintsToPreserve(main, newParts) do
if rec.Constraint then
rec.Constraint.Parent = rec.ConstraintParent
end
end
end
main:Destroy()
other:Destroy()

FragmentAsync
暂停
功能: CSG
GeometryService:FragmentAsync(
part:BasePart, sites:{any}, options:Dictionary
参数
sites:{any}
options:Dictionary
默认值:"nil"
返回
代码示例
碎片化一个部件
local GeometryService = game:GetService("GeometryService")
local inputPart = Instance.new("Part")
inputPart.Position = Vector3.new(0, 0.7, 20)
local sites = GeometryService:GenerateFragmentSites(inputPart)
local success, fragments = pcall( function()
return GeometryService:FragmentAsync(inputPart, sites)
end)
if success and fragments then
for _, item in fragments do
local instance = item.Instance
instance.Parent = workspace
end
end

GenerateFragmentSites
功能: CSG
GeometryService:GenerateFragmentSites(
part:BasePart, options:Dictionary
参数
options:Dictionary
默认值:"nil"
返回
代码示例
本地化碎片
local GeometryService = game:GetService("GeometryService")
local inputPart = workspace.Part
local pos = inputPart.Position + inputPart.Size / 2
local sites = GeometryService:GenerateFragmentSites(inputPart, {Origin = pos, Radius = 1.5})
local success, fragments = pcall( function()
return GeometryService:FragmentAsync(inputPart, sites)
end)
if success and fragments then
for _, item in fragments do
local instance = item.Instance
instance.Parent = inputPart.Parent
end
inputPart:Destroy()
end

IntersectAsync
暂停
功能: CSG
GeometryService:IntersectAsync(
part:Instance, parts:{any}, options:Dictionary
参数
parts:{any}
options:Dictionary
默认值:"nil"
返回
代码示例
合并两个部分
local GeometryService = game:GetService("GeometryService")
local mainPart = Instance.new("Part")
local otherPart = Instance.new("Part")
otherPart.Position = Vector3.new(1, 0.5, 1)
local success, newParts = pcall(function()
return GeometryService:IntersectAsync(mainPart, {otherPart})
end)
if success and newParts then
for _, newPart in pairs(newParts) do
newPart.Parent = workspace
end
end

SubtractAsync
暂停
功能: CSG
GeometryService:SubtractAsync(
part:Instance, parts:{any}, options:Dictionary
参数
parts:{any}
options:Dictionary
默认值:"nil"
返回
代码示例
减去两个部分
local GeometryService = game:GetService("GeometryService")
local mainPart = Instance.new("Part")
local otherPart = Instance.new("Part")
otherPart.Position = Vector3.new(1, 0.5, 1)
local success, newParts = pcall(function()
return GeometryService:SubtractAsync(mainPart, {otherPart})
end)
if success and newParts then
for _, newPart in pairs(newParts) do
newPart.Parent = workspace
end
end

SweepPartAsync
暂停
功能: CSG
GeometryService:SweepPartAsync(
part:BasePart, cframes:{any}, options:Dictionary
参数
cframes:{any}
options:Dictionary
默认值:"nil"
返回
代码示例
扫动一个部件
local GeometryService = game:GetService("GeometryService")
local inputPart = Instance.new("Part")
inputPart.Shape = Enum.PartType.Ball
local cframeList = {}
for i = 1, 50 do
local rotation = CFrame.Angles(0, i * 0.2, 0)
local position = Vector3.new(0, i * 0.1, -1)
table.insert(cframeList, rotation * CFrame.new(position))
end
local success, sweptPart = pcall( function()
return GeometryService:SweepPartAsync(inputPart, cframeList)
end)
if success and sweptPart then
sweptPart.Parent = workspace
end

UnionAsync
暂停
功能: CSG
GeometryService:UnionAsync(
part:Instance, parts:{any}, options:Dictionary
参数
parts:{any}
options:Dictionary
默认值:"nil"
返回
代码示例
合并两个部分
local GeometryService = game:GetService("GeometryService")
local mainPart = Instance.new("Part")
local otherPart = Instance.new("Part")
otherPart.Position = Vector3.new(1, 0.5, 1)
local success, newParts = pcall(function()
return GeometryService:UnionAsync(mainPart, {otherPart})
end)
if success and newParts then
for _, newPart in pairs(newParts) do
newPart.Parent = workspace
end
end

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