Okay so I’m making a grab tool and a placement tool and I want to align the parts onto 1 stud. Can someone make a function that takes a part and it’s position and then returns the position the part would have to be to align a 1x1 grid (preferably vector3). Next thing is I want to make a rotate and tilt function so the part rotates and tilts, ATM I have rotate but idk how I would do tilt since tilt should rotate based off a certain face.
function snapToGrid(currentPosition)
return Vector3.new(math.floor(currentPosition.X), math.floor(currentPosition.Y), math.floor(currentPosition.Z))
end
[quote] function snapToGrid(currentPosition)
return Vector3.new(math.floor(currentPosition.X), math.floor(currentPosition.Y), math.floor(currentPosition.Z))
end [/quote]
That doesn’t work because when you rotate a part with an uneven size on the Z or X it doesn’t snap properly
do
local f = math.floor
function snapToGrid(position, part)
local x, y, z = position.X, position.Y, position.Z
local sX, sY, sZ = part.Size.X, part.Size.Y, part.Size.Z
return Vector3.new(f(x+.5) + (sX%2)/2, f(y+.5) + (sY%2)/2, f(z+.5) + (sZ%2)/2)
end
end
[quote] do
local f = math.floor
function snapToGrid(position, part)
local x, y, z = position.X, position.Y, position.Z
local sX, sY, sZ = part.Size.X, part.Size.Y, part.Size.Z
return Vector3.new(f(x+.5) + (sX%2)/2, f(y+.5) + (sY%2)/2, f(z+.5) + (sZ%2)/2)
end
end [/quote]
takes back thumbs up, lol That doesn’t work either it results in the same problem as using just math.floor()
[quote] do
local f = math.floor
function snapToGrid(position, part)
local x, y, z = position.X, position.Y, position.Z
local sX, sY, sZ = part.Size.X, part.Size.Y, part.Size.Z
return Vector3.new(f(x+.5) + (sX%2)/2, f(y+.5) + (sY%2)/2, f(z+.5) + (sZ%2)/2)
end
end [/quote]
takes back thumbs up, lol That doesn’t work either it results in the same problem as using just math.floor()
Lol, looking at the number of replies, I thought this was answered already xD
So, that being the case, sorry for the late reply, this is what Control does:
function Round(Num,Precision)
if Precision == nil then Precision = 1 end
Num = Num / Precision
if Num - math.floor(Num) >= 0.5 then
return math.ceil(Num)*Precision
else
return math.floor(Num)*Precision
end
end
local GridSize = 1
local TSize = ObjectSize
local Offset = (CF-CF.p)*Vector3.new(TSize.X/2-Round(TSize.X/2,GridSize),0,TSize.Z/2-Round(TSize.Z/2,GridSize))
Hit = Vector3.new(Round(Hit.X,GridSize),Hit.Y,Round(Hit.Z,GridSize)) + Offset
It’s a bit snipped up from being in Control’s code, and I’ve not tested it outside of Control, but that basic math is there, while being old and a little inefficient, it should work for you
local function snapPartToGrid(part)
if part:IsA("BasePart") then
part.Position = Vector3.new(math.round(part.Position.X), math.round(part.Position.Y), math.round(part.Position.Z)) --math.round is more accurate in this context than math.floor/math.ceil
end
end
local function rotatePart(part, clockwise)
if part:IsA("BasePart") then
if clockwise then --perform clockwise rotation
part.Orientation += Vector3.new(0, 90, 0) --90 degree rotation along the y-axis
elseif not clockwise then --perform anticlockwise rotation
part.Orientation -= Vector3.new(0, 90, 0) --this can also be += with the 90 replaced with -90
end
end
end
local function tiltPart(part, seesaw)
if part:IsA("BasePart") then
if seesaw then --perform fowards tilt
part.Orientation += Vector3.new(90, 0, 0) --90 degree rotation along x-axis
elseif not seesaw then --perform backwards tilt
part.Orientation -= Vector3.new(90, 0, 0) --this can also be += with the 90 replaced with -90
end
end
end
The “part” argument in all 3 functions would be a reference to the BasePart instance, “clockwise” and “seesaw” are parameters which expect Boolean arguments which represent whether to perform anticlockwise/clockwise rotations and backward/forward tilts respectively.