This is for sure something I’d like to see. If roblox added mesh deformation based on this then someone would be able to make a pretty good physics simulator in roblox. That would be awesome.
I know this is really old, but this is a feature I would like to see (alongside edges?). It would make it easier to do custom physics. For the edges it could return an adjacency matrix or list.
Parameters
locationRelative: bool
If true, the vertices will be relative to the world position of the part, if false, the vertices will be treated as if the part is at 0,0,0 (Defaults to true)
rotationRelative: bool
If true, the vertices will be relative to the rotation of the part, if false the vertices will be treated as if the part has no rotation (Defaults to true)
Returns
vertices: Array {Vector3}
An array of vertices of an object with positions of each vertex represented by a Vector3 Value
adjacencyList: Dictionary {number: {number}}
This shows how each point returned by vertices, relates to one another. For example it might be
{[1]={3,5,7}}, which means that vertex with array position 1 in vertices, is connected to the vertices with array positions 3, 5 and 7 in the vertices array.
Using vertexes in combination with sphere/box/part casting will allow much greater control over custom physics.
Perhaps normals of a vertices could be provided as well so faces could be determined, but I realise that may be too much.