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172
.cursor/rules/roblox/reference/engine/classes/DataModelMesh.yaml
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172
.cursor/rules/roblox/reference/engine/classes/DataModelMesh.yaml
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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: DataModelMesh
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type: class
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memory_category: Instances
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summary: |
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The DataModelMesh is an abstract class from which mesh classes descend.
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description: |
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The DataModelMesh is an abstract class from which mesh classes descend.
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Mesh classes are objects that, when parented to `Class.BasePart|BaseParts`
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alter the appearance of the part to that of a predefined mesh. Note, they only
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alter the appearance of the part and not the physics/collision boundaries of
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the part. Developers looking to apply a mesh to a part that alters the part's
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collision should use `Class.MeshPart|MeshParts`.
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Note the `Class.MeshPart` and `Class.CharacterMesh` classes do not descend
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from DataModelMesh.
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code_samples: []
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inherits:
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- Instance
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descendants:
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- BevelMesh
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- FileMesh
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tags:
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- NotCreatable
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- NotBrowsable
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deprecation_message: ''
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properties:
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- name: DataModelMesh.Offset
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summary: |
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The Offset of a mesh determines the relative position from the
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`Class.BasePart.Position` of a `Class.BasePart` that the mesh will be
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displayed at.
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description: |
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The Offset of a mesh determines the distance from the
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`Class.BasePart.Position` of a `Class.BasePart` that the mesh will be
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displayed.
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#### How to use mesh offset
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The Offset property changes the relative position the mesh will be
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rendered at. For example, an offset of 0, 5, 0 will cause the mesh to be
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displayed 5 studs above the position of the `Class.BasePart`.
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The position of the `Class.BasePart` remains unchanged, meaning the
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physics collision box of the part will remain in the same location. This
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is demonstrated in the image below where the green outline (a
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`Class.SelectionBox`) shows the extents of the `Class.BasePart`.
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#### Other uses for mesh offset
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There are a number of interesting uses for the mesh offset property.
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- Offset and `Class.DataModelMesh.Scale` can be animated using
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`Class.TweenService` relatively inexpensively as the engine does not
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need to make any physics/collision calculations as the `Class.BasePart`
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is not moved.
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- Changing the relationship between the mesh and its collision extents
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(determined by the `Class.BasePart`)
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code_samples:
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- Mesh-Offset-and-Scale
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type: Vector3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities: []
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- name: DataModelMesh.Scale
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summary: |
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The Scale of a mesh determines the size of the mesh relative to its
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original dimensions.
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description: |
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The Scale of a mesh determines the size of the mesh relative to its
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original dimensions.
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#### How to use mesh scale
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The scale property works slightly differently depending on the type of
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mesh being used. Note the size of the `Class.BasePart` remains unchanged,
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meaning the physics collision box of the part will remain the same.
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- `Class.SpecialMesh` objects with `Class.SpecialMesh.FileType` set to
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'FileMesh' scale relative to the original dimensions of the mesh when it
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was uploaded to Roblox
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- `Class.BlockMesh` objects or `Class.SpecialMesh` objects with
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`Class.SpecialMesh.FileType` set to 'Brick', 'Wedge' or 'Sphere' scale
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uniformly relative to the `Class.BasePart.Size` of their parent
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- `Class.CylinderMesh` objects or `Class.SpecialMesh` objects with
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`Class.SpecialMesh.FileType` set to 'Cylinder' scale relative to the
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`Class.BasePart.Size` of their parent. Uniformly for the cylinders
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height axis and maintaining a 1:1 ratio for the length and width of the
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cylinder, using the lowest value.
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- `Class.SpecialMesh` objects with `Class.SpecialMesh.FileType` set to
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'Head' currently scale in a non standard manner. Developers should not
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rely on this as there are plans to change this behavior.
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- `Class.SpecialMesh` objects with `Class.SpecialMesh.FileType` set to
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'Torso' scale in a non standard manner. Developers should not rely on
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this as there are plans to deprecate this mesh type.
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#### Mesh scale demonstration
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The above behavior can be seen in the following demonstration images.
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Linear scaling relative to part size for 'Brick', 'Wedge' and 'Sphere'
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meshes.
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Linear scaling relative to original uploaded mesh for 'FileMesh' meshes
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Non-uniform constrained scaling for 'Cylinder' meshes
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#### Other uses for mesh scale
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There are a number of interesting uses for the mesh offset property.
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- `Class.DataModelMesh.Offset` and Scale can be animated using
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`Class.TweenService` relatively inexpensively as the engine does not
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need to make any physics/collision calculations as the `Class.BasePart`
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is not changed.
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- Changing the relationship between the mesh and its collision extents
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(determined by the `Class.BasePart`)
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code_samples:
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- Mesh-Offset-and-Scale
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type: Vector3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities: []
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- name: DataModelMesh.VertexColor
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summary: |
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Changes the hue of a mesh's texture, used with `Class.FileMesh.TextureId`.
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description: |
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**VertexColor** determines the hue change of the
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`Class.FileMesh.TextureId|Texture` of a `Class.FileMesh`. Note that this
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property is a `Datatype.Vector3` rather than a `Datatype.Color3`; to
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convert, use the `Datatype.Color3.R`, `Datatype.Color3.G`, and
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`Datatype.Color3.B` properties.
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Although this property allows basic modification of a texture, changing a
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texture entirely provides more control. See `Class.MeshPart` for more
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details.
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code_samples: []
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type: Vector3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities: []
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methods: []
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events: []
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callbacks: []
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