Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
1

How to fix rounding issue involving placement system?

Asked by 5 years ago

Hello,

I am making a building game for fun. Placing blocks on the ground works perfectly, but placing blocks on the side of other blocks has a problem.

Placing works normally in the positive X and Z direction but not in the negative X and Z direction. This results in the block being placed going inside the block instead of on the side (visual representation is below). There is no issue with placement in the Y direction. I know it's a problem with the rounding but I can't quite figure it out.

Positive X and Z: https://i.gyazo.com/49d548f5ae0479192d6b822cd0c32df3.gif?_ga=2.209657489.2076798991.1542575956-1841802524.1538965118

Negative X and Z: https://i.gyazo.com/7e1218e29642a10ffde2793077cd4d7a.gif?_ga=2.239001219.2076798991.1542575956-1841802524.1538965118

This is the section of code that rounds the X value so it aligns with my placemend grid. The same code is used to round the Z value:

local factor = 4; --factor aligns position with placement grid
position = mouse.Hit.p; --raw position of block

local X = position.X; --raw X position
local tep = X/factor; --raw X position aligned with grid
local d, tepd = 0;
tepd, d = math.modf(tep);
if d >= 0.5 then --rounds X accordingly
    X = (math.ceil(tep))*factor;
else
    X = (math.floor(tep))*factor;
end

But wait! There's more!

After some experimenting I found that if you switch the math.ceil() and math.floor() functions on lines nine and eleven you can place blocks on the side in the negative X and Z directions but not in the positive X and Z directions. The code after the switch looks like this:

--all of this is unchanged
if d >= 0.5 then --rounds X accordingly
    X = (math.floor(tep))*factor; --switched
else
    X = (math.ceil(tep))*factor;
end

I'm assuming there is a way to have it set up such that it works in all directions along the X axis and Z axis. But am I going about it the wrong way?

Any feedback is appreciated!

1 answer

Log in to vote
0
Answered by 5 years ago

Depending on which side of the target part your mouse is on, you have to either round down or round up. If you only round down (math.floor), the placement is biased towards the negative X and Z directions, and if you only round up (math.ceil), it's biased towards the positive X and Z directions.

0
Makes sense. How would I go about checking which side of the target part the mouse is on? GamerOkami 71 — 5y
0
You can check the mouse hit Vector3 against the target part's position. If target.Position.X < hit.Position.X, then you know you're mousing over on the "negative X" side. WillieTehWierdo200 966 — 5y
0
Thankies! I don't know what I would do without this community. Probably go insane over faulty scripts. GamerOkami 71 — 5y
Ad

Answer this question