Part to parts breaker to fit window,door

No i wasnt saying to use CSG, it would better to use a bunch of parts, because CSG is not reliable and sometimes the new union does not load. I was asking because i scripted a similar system for the game im working on

1 Like

I have now finally figured out how to use your module on real time and these are the results:

https://gyazo.com/5c7867d88a8e16129d471cfc879c0ee9

You are my hero truly :heart:

13 Likes

Did you store the canvas in a table and it each time the window moved it would give you a new canvas and cut the window then?

Yes somehow like somehow like that i can handle that live update

1 Like

I tried using the modules aswell. The touch connection causes studio to crash. I don’t see how you were able to update it live seeing how costly calculation and many loops are used in the module.

local Canvas = game.ReplicatedStorage.Canvas:Clone()
local cut = require(script:WaitForChild("Cut"))
local Window = game.Workspace.Windows.Part


while wait(2) do 
local Wall = Canvas:Clone()
Wall.Parent = game.Workspace.Wall
local touching = Window:GetTouchingParts()
cut(Window,touching)
Wall:Destroy()
end
1 Like

I had the same problem initially when i came across this, You have edit the module so that the parts are initially generated once and the touch event isn’t as “OverLoaded” , instead of multiple times which causes the game to crash.

CodeExample

Here a modified version of this code: (its a bit messy but you should get the idea, hopefully)

local CSGService = {}


--inital
local RIGHT = Vector3.new(1, 0, 0)
local UP  = Vector3.new(0, 1, 0)
local BACK = Vector3.new(0, 0, 1)
local  CurrentUnUsedFolder
local oldcanvascf 
local OldcanvasSize 





local function vec3Func(f, v)
	return Vector3.new(f(v.x), f(v.y), f(v.z))
end




local function slice(part, wPoint, axis, part2)
	local pSize, pCF = part.Size, part.CFrame
	local pRot = pCF - pCF.p
	
	local length = axis:Dot(pSize)
	local mSize = pSize - axis*length
	local max, min = length/2, -length/2
	local split = axis:Dot(pCF:PointToObjectSpace(wPoint))
	
	if (split >= min and split <= max) then
		local l1, l2 = max - split, split - min
		local p1, p2 = pCF*(axis*(l1/2 + split)), pCF*(axis*(-l2/2 + split))
		
		local part1 = part
		part1.CFrame = CFrame.new(p1) * pRot
		part1.Size = mSize + axis*l1
		
	if part2 then
		
	
		part2.CFrame = CFrame.new(p2) * pRot
		part2.Size = mSize + axis*l2
		part2.Parent =   CurrentUnUsedFolder
	   
		return part1, part2
	end
	
	end
	
	return part
end

function  CSGService.Cut(part, canvas, Folder, Folder2)
	
	
if part then
part.Orientation = Vector3.new(90, 180 +  canvas[1].Orientation.Y , 0) --- you can mess around with this, i just used this just for my configuration 


	      CurrentUnUsedFolder = Folder2
	      local cf, size2 = part.CFrame, part.Size/2
	      local canvasCF = canvas[1].CFrame
		local axis = Vector3.FromAxis(Enum.Axis.Z)
		local p1, p2 = cf*(axis*size2), cf*(-axis*size2)
		
				
		
		
		local sliceAxis = canvasCF:VectorToObjectSpace(cf:VectorToWorldSpace(axis))
		sliceAxis = vec3Func(function(c) return math.min(1, math.abs(c)) end, sliceAxis)
		
		for i = 1, #canvas do
			local Children =Folder:GetChildren()
			local a, b = slice(canvas[i], p1, sliceAxis, Children[i] )
			canvas[#canvas+1] = a
			canvas[#canvas+1] = b
		end
		
		for i = 1, #canvas do
			local Children = Folder:GetChildren()
			local a, b = slice(canvas[i], p2, sliceAxis, Children[i] )
			canvas[#canvas+1] = a
			canvas[#canvas+1] = b
		end
		
	
		local axis = Vector3.FromAxis(Enum.Axis.X)
		local p1, p2 = cf*(axis*size2), cf*(-axis*size2)
		
		local sliceAxis = canvasCF:VectorToObjectSpace(cf:VectorToWorldSpace(axis))
		sliceAxis = vec3Func(function(c) return math.min(1, math.abs(c)) end, sliceAxis)
		
		for i = 1, #canvas do
			local Children = Folder:GetChildren()
			local a, b = slice(canvas[i], p1, sliceAxis, Children[i])
			canvas[#canvas+1] = a
			canvas[#canvas+1] = b
		end
		
		
	for i = 1, #canvas do
			local Children = Folder:GetChildren()
			local a, b = slice(canvas[i], p2, sliceAxis,  Children[i])
			canvas[#canvas+1] = a
			canvas[#canvas+1] = b
		end

	
	
	local lookup = {}
	for i = 1, #canvas do
		lookup[canvas[i]] = true
end

	



for i,v in pairs(Folder2:GetChildren()) do
		if v then
		v.Transparency = 0
		v.CanCollide =true
		v.Parent = Folder
		end
	end
	
	




local t = part.Touched:Connect(function() end)
	local touching = part:GetTouchingParts()
	t:Disconnect()
	for i = 1, #touching do
		if (lookup[touching[i]]) then

			
		if touching[i].Name == "Part" then
	
		
		touching[i].Transparency = 1
		touching[i].CanCollide = false
	
			
			end
	end
	
end


end


end








return CSGService




---------Script
local CSgservice = require(game.ReplicatedStorage.CSGService) 

----insert parts into the MainFolder
local NumberOfParts  = 22---  i found 22 parts to be enough to cover a whole wall/part,  You might want to add a way to calculte this instead

for i = 1, NumberOfParts do 
			local Part = Instance.new("Part")
		   	Part.Transparency = .5
			Part.Parent = MainFolder
			Part.Anchored = true
			Part.CastShadow = false	
end
		


CSgservice.Cut(Part, Canvas, MainFolder, Temporary Folder)
3 Likes

I reprogrammed this module. It’s possible to brute force recombinations on each axis before the next cutting pass. This results in better real-time performance with low N (< is 10). Chances of having a higher N is low.

3 Likes

Thank you so much. The canvas was changing its position and size by the end of each cut so i had to reposition it back to the original place and size it. This seems to work fine in a renderstep aswell. Im just wondering if there is any possible way to limit the number of parts to 4 as shown underneath.

Wall

I will only be having rectangle shaped objects and 4 parts (1 above window, one right side of window, one left side of window and one underneath window) would be a very optimal situation. Do you know how i would be able to achieve it? Anyways thank you so much for sharing the code.

local CSgservice = require(game.ReplicatedStorage.CSGService) 
local Window = game.Workspace.Window
local Canvas = game.Workspace.Canvas

local size,pos = Canvas.Size,Canvas.Position


local MainFolder = game.Workspace.MainFolder
local TempFolder = game.Workspace.TempFolder


----insert parts into the MainFolder
local NumberOfParts  = 22---  i found 22 parts to be enough to cover a whole wall/part,  You might want to add a way to calculte this instead

for i = 1, NumberOfParts do 
	local Part = Instance.new("Part")
   	Part.Transparency = .5
	Part.Parent = MainFolder
	Part.Anchored = true
	Part.CastShadow = false
end
		



game:GetService("RunService").RenderStepped:Connect(function()
	Canvas.Size = size
	Canvas.Position = pos 
	CSgservice.Cut(Window, {Canvas}, MainFolder, TempFolder)
	TempFolder:ClearAllChildren()
end)

Hey, do you have any plans for open-sourcing it? If not, mind sharing the method you used to make the code work better in real-time?

No plans to open source it since it’s linked with other code.

Just check all axis to try to combine into a larger part.

1 Like

How did you get that to work so smooth?

2 Likes

Why not just use solid modeling? Roblox supports it in scripts now.

It is very slow for live refreshment currently…but they announced they were going to do it much much faster so maybe then i will change into that

2 Likes

This is very late, but for people who are still struggling, try this out

2 Likes

How did you make it repeat when you move the part? A download to something that works like Bloxburg’s building system would be nice

Can I have the code? I want to try and use it to learn more about scripting. Also sorry about notifying everyone :frowning:

1 Like

Of course its all open source here ^-^

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Your module creates like 20 parts of size Vector3.new(0.1, 4, 0.1) per every “window” and it makes a lot of lag even if it refreshes using Heartbeat or Change, I think using CSG API it’s better. (not the best option but won’t have very big performance impacts)

Sorry if this is off-topic, but I required my module (csgservice) yet it’s still crashing.

I’ve been trying to use this for a project but theres an odd floating point error happening with the original part’s CFrame. It causes many very thin parts to be placed between cuts.