I'm trying to figure out an accurate way to determine if an Anchored part is touching any other part. Here is the function I have written so far.
function checkCollisions(part) local MIN,MAX,RAN,RAD,FLOOR,ROOF = math.min,math.max,math.random,math.rad,math.floor,math.ceil local pos = part.Position local size = part.Size local startpos = Vector3.new(pos.x-size.x/2,pos.y-size.y/2,pos.z-size.z/2) local endpos = Vector3.new(pos.x+size.x/2,pos.y+size.y/2,pos.z+size.z/2) local REG3 = Region3.new(Vector3.new(MIN(startpos.X,endpos.X),MIN(startpos.Y,endpos.Y),MIN(startpos.Z,endpos.Z)),Vector3.new(MAX(startpos.X,endpos.X),MAX(startpos.Y,endpos.Y),MAX(startpos.Z,endpos.Z))) local partsinREG3 = game.Workspace:FindPartsInRegion3(REG3,nil,1) if #partsinREG3 > 0 and partsinREG3[1].Transparency == 0 then return partsinREG3[1] elseif #partsinREG3 < 1 then print(part.Name..' is not colliding with any other object.') return false end end
It seems fine, but for some reason, it bugs out and sometimes says that their is a part in range when there isn't.
You are assuming that the part is rotated with the default orientation.
If it's rotated by 90 degrees, you'll be a bit off. If it's rotated by anything else, that a Region3
will only be an approximation, so keep that in mind.
Basically, that just means we need to recalculate startpos
and endpos
correctly.
We can to :pointToWorldSpace
to accomplish this:
local startpos = part.CFrame:pointToWorldSpace( -size / 2 ) local endpos = part.CFrame:pointToWorldSpace( size / 2 ) -- (from what you had before, -- You probably should have had `pos - size / 2` -- instead of listing out the whole thing)
Again, if the parts are rotated arbitrarily, the above is only an approximation -- it isn't even the bounding box in particular, just an approximation of the bounding box.