Class
TriangleMeshPart
NotCreatableNotBrowsable
Abstract intermediate class that manages physical geometry properties for PartOperations and MeshParts.
TriangleMeshPart is an abstract intermediate class from which MeshPart
and PartOperation inherit. It was created to consolidate the
management of physical geometry properties between the two sub-classes. It
implements the read-only
CollisionFidelity and
CollisionPrecision.
Properties 4#
CollisionFidelityCollisionFidelity | Determines the level of detail the part's physics will adhere to its mesh.ReadSafeNotReplicated |
CollisionPrecisionfloat | Quantifies how precise or performant a CollisionFidelity.Tunable
collision geometry is, from 0 to 1.Write: PluginSecurityReadSafeNotReplicated |
FluidFidelityFluidFidelity | Determines the geometric representation used to compute aerodynamic forces and torques.ReadSafeNotReplicated |
MeshSizeVector3 | The original size of the part's source mesh geometry, before any scaling
applied through BasePart.Size.ReadSafeReadOnlyNotReplicated |
CollisionFidelity: CollisionFidelity#
NotReplicatedReadSafe
This property determines how the collision model of the
TriangleMeshPart relates to the actual geometry of the mesh. This
property cannot be read or manipulated by scripts during runtime.
See here for a visual representation of the various options.
CollisionPrecision: float#
NotReplicatedWrite: PluginSecurityReadSafe
This property describes the precision-to-performance tradeoff of the
part's collision geometry when TriangleMeshPart.CollisionFidelity
is set to CollisionFidelity.Tunable. A value of 0 favors maximum
performance with the simplest collision mesh, while a value of 1 favors
maximum precision with a collision mesh that closely matches the visual
mesh.
FluidFidelity: FluidFidelity#
NotReplicatedReadSafe
Controls which geometric representation the physics engine uses when it
computes aerodynamic (fluid) forces and torques for the part. It defaults
to FluidFidelity.Automatic, in which the engine selects a
representation on your behalf.
FluidFidelity.Automatic— the engine chooses the representation; it currently evaluates fluid forces against the part's collision geometry.FluidFidelity.UseCollisionGeometry— fluid forces are evaluated against the part's collision geometry, matching the shape used for collision detection.FluidFidelity.UsePreciseGeometry— fluid forces are evaluated against the part's precise mesh geometry, producing more accurate forces at a higher computational cost.
Because this property has plugin-level write security, it is configured in Studio rather than assigned by runtime scripts.
This setting only affects a part while fluid forces are active for the
place, which is governed by Workspace.FluidForces (an
FluidForces value that defaults to Default; setting it to
Experimental enables the aerodynamic force model). When fluid forces are
not applied to the part, the chosen fidelity has no effect.
MeshSize: Vector3#
ReadOnlyNotReplicatedReadSafe
This read-only property reports the size of the part's mesh geometry when
it was loaded, as width, height, and depth in studs. It is not affected by
resizing the part through BasePart.Size, so dividing
BasePart.Size by MeshSize gives the scale factor currently
applied to the mesh's visual and physical geometry.
Inherited members#
Inherited from BasePart 106
Properties (69)
Anchored, AssemblyAngularVelocity, AssemblyCenterOfMass, AssemblyLinearVelocity, AssemblyMass, AssemblyRootPart, AudioCanCollide, BackParamA, BackParamB, BackSurface, BackSurfaceInput, BottomParamA, BottomParamB, BottomSurface, BottomSurfaceInput, BrickColor, brickColor, CanCollide, CanQuery, CanTouch, CastShadow, CenterOfMass, CFrame, CollisionGroup, CollisionGroupId, Color, CurrentPhysicalProperties, CustomPhysicalProperties, Elasticity, EnableFluidForces, ExtentsCFrame, ExtentsSize, Friction, FrontParamA, FrontParamB, FrontSurface, FrontSurfaceInput, LeftParamA, LeftParamB, LeftSurface, LeftSurfaceInput, LocalTransparencyModifier, Locked, Mass, Massless, Material, MaterialVariant, Orientation, PivotOffset, Position, ReceiveAge, Reflectance, ResizeableFaces, ResizeIncrement, RightParamA, RightParamB, RightSurface, RightSurfaceInput, RootPriority, Rotation, RotVelocity, Size, SpecificGravity, TopParamA, TopParamB, TopSurface, TopSurfaceInput, Transparency, Velocity
Methods (32)
AngularAccelerationToTorque, ApplyAngularImpulse, ApplyImpulse, ApplyImpulseAtPosition, BindToCollisionSummaries, BreakJoints, breakJoints, CanCollideWith, CanSetNetworkOwnership, GetClosestPointOnSurface, GetConnectedParts, GetJoints, GetMass, getMass, GetNetworkOwner, GetNetworkOwnershipAuto, GetNoCollisionConstraints, GetRenderCFrame, GetRootPart, GetTouchingParts, GetVelocityAtPosition, IntersectAsync, IsGrounded, MakeJoints, makeJoints, Resize, resize, SetNetworkOwner, SetNetworkOwnershipAuto, SubtractAsync, TorqueToAngularAcceleration, UnionAsync
Events (5)
LocalSimulationTouched, OutfitChanged, StoppedTouching, Touched, TouchEnded
Inherited from Instance 58
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild