What is Math.clamp?

  1. What I want is so when in my build system you can only build on your plot and someone on the dev forum told me to do math.clamp but it isn’t working out how I want.

  2. What’s happening is that when you try to move the part it stays on the plot and it stays in the center and sometimes the mouse moving causes the object to move a stud or two. I just want to make sure that the object is only able to be moved when it is on the plot so can someone help me figure the math.clamp for my plot???

The script

local Player = game.Players.LocalPlayer
local Mouse = Player:GetMouse()
local Camera = game.Workspace.CurrentCamera

local BuildPro = false
local OnPlot = false

local BuildUi = script.Parent.FHOS.Frame.BuildFrame

local MarketPlaceService = game:GetService("MarketplaceService")
local RunService = game:GetService("RunService")
game.Players.PlayerAdded:Connect(function()
	local hasPass = false
	
	local success, message = pcall(function()
		hasPass = MarketPlaceService:UserOwnsGamePassAsync(Player.UserId, 11321181)
	end)
	if not success then
		warn("Error while checking if player has pass: " .. tostring(message))
		return
	end
	if hasPass == true then
		BuildPro = true
	end
end)

local Grid = 2

local PosX
local PosY
local PosZ
local Plot
local plotName
local Object

local GivenPlot = game.ReplicatedStorage.BuildEvents.GivenPlot
local PlaceObject = game.ReplicatedStorage.BuildEvents.PlaceObject
GivenPlot.OnClientEvent:Connect(function(plt)
	Plot = plt
	plotName = plt.Name
end)

local Rot = Plot.Orientation.Y

Plot.Touched:Connect(function(hit)
	local plr = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent)
	if plr then
		OnPlot = true
	end
end)
Plot.TouchEnded:Connect(function(hit)
	local plr = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent)
end)
local CanStart = true
local Placing = nil
local CanPlace = nil
local MoveObject = false
local CanPlace
local BuildMode = Instance.new("BoolValue")
BuildMode.Parent = Player
BuildMode = false
BuildSelection = BuildUi.ScrollingFrame
Soil = BuildSelection.SoilSelect.ImageButton
StartBarn = BuildSelection.StartBarnSelect.ImageButton
Tent = BuildSelection.TentSelect.ImageButton
HayBale = BuildSelection.HayBaleSelect.ImageButton
Log = BuildSelection.LogSelect.ImageButton
GreenScreen = BuildSelection.GreenScreenSelect.ImageButton
Flag = BuildSelection.FlagSelect.ImageButton
SmallDeck = BuildSelection.SmallDeck.ImageButton
DeckStairs = BuildSelection.DeckStairs.ImageButton
LargeDeck = BuildSelection.LargeDeck.ImageButton
Chair = BuildSelection.Chair.ImageButton
Bed = BuildSelection.Bed.ImageButton
TallBillboard = BuildSelection.TallBillboard.ImageButton
ShortBillboard = BuildSelection.ShortBillboard.ImageButton
Table = BuildSelection.Table.ImageButton
CampFire = BuildSelection.CampFire.ImageButton

script.Parent.FHOS.Frame.Frame.BuildModeApp.TextButton.MouseButton1Click:Connect(function()
	script.Parent.FHOS.Frame.Frame.Visible = false
	script.Parent.FHOS.Frame.FhBrand.Visible = false
	script.Parent.FHOS.Frame.Power.Visible = false
	script.Parent.FHOS.Frame.Time.Visible = false
	script.Parent.FHOS.Frame.Network.Visible = false
	script.Parent.FHOS.Frame.Battery.Visible = false
	script.Parent.FHOS:TweenPosition(UDim2.new(0.105, 0,0.485, 0), "Out", "Linear", 1, false, nil)
	while script.Parent.FHOS.Rotation > -90 do
		script.Parent.FHOS.Rotation = script.Parent.FHOS.Rotation - 1
		wait()
	end
	BuildMode = true
	if BuildMode == true and OnPlot == true or BuildPro == true then
		Camera.CameraSubject = Plot
	end
end)

local function Round(n, to)
	local to = to or 1
	if to == 0 then return n end
	return math.floor(n/to + 0.5) * to
end

local function SnapToGrid(vector3)
	return Vector3.new(
		math.clamp( Round( vector3.X, Grid ), Grid - ( Grid / 2 ), Grid + ( Grid / 2 ) ),
		Round(vector3.Y, 0),
		math.clamp( Round( vector3.Z, Grid ), Grid - ( Grid / 2 ), Grid + ( Grid / 2 ) )
	)
end

local function CloneService(Obj)
	if CanStart == true and not CanPlace and not Placing then
		Object = game.ReplicatedStorage.BuildObjects:FindFirstChild(Obj):Clone()
		Object.Parent = game.Workspace
		Mouse.TargetFilter = Object
		
		Object.PrimaryPart.Orientation = Vector3.new(0, Object.PrimaryPart.Orientation.Y, 0)
		
		CanStart = false
		CanPlace = true
		Placing = true
	end
end

Soil.MouseButton1Click:Connect(function()
	CloneService("Soil")
	MoveObject = true
end)
StartBarn.MouseButton1Click:Connect(function()
	CloneService("StarterBarn")
	MoveObject = true
end)
Tent.MouseButton1Click:Connect(function()
	CloneService("Tent")
	MoveObject = true
end)
HayBale.MouseButton1Click:Connect(function()
	CloneService("Haybale")
	MoveObject = true
end)
Log.MouseButton1Click:Connect(function()
	CloneService("Log")
	MoveObject = true
end)
GreenScreen.MouseButton1Click:Connect(function()
	CloneService("GreenScreen")
	MoveObject = true
end)
Flag.MouseButton1Click:Connect(function()
	CloneService("Flag")
	MoveObject = true
end)
SmallDeck.MouseButton1Click:Connect(function()
	CloneService("SmallDeck")
	MoveObject = true
end)
DeckStairs.MouseButton1Click:Connect(function()
	CloneService("DeckStairs")
	MoveObject = true
end)
LargeDeck.MouseButton1Click:Connect(function()
	CloneService("LargeDeck")
	MoveObject = true
end)
Chair.MouseButton1Click:Connect(function()
	CloneService("Chair")
	MoveObject = true
end)
Bed.MouseButton1Click:Connect(function()
	CloneService("Bed")
	MoveObject = true
end)
TallBillboard.MouseButton1Click:Connect(function()
	CloneService("TallBillboard")
	MoveObject = true
end)
ShortBillboard.MouseButton1Click:Connect(function()
	CloneService("ShortBillboard")
	MoveObject = true
end)
Table.MouseButton1Click:Connect(function()
	CloneService("Table")
	MoveObject = true
end)
CampFire.MouseButton1Click:Connect(function()
	CloneService("Campfire")
	MoveObject = true
end)

local function Place()
	if Placing and CanPlace then
		PosX = Object.PrimaryPart.Position.X
		PosY = Object.PrimaryPart.Position.Y
		PosZ = Object.PrimaryPart.Position.Z
		PlaceObject:FireServer(Object.Name, PosX, PosY, PosZ, Rot, Plot)
		Placing = false
		CanPlace = false
		CanStart = true
		
		Object:Destroy()
	end
end

local function GetMousePlacementCFrame(Plot, Object)
	local objectOffset = Vector3.new(0, Object.PrimaryPart.Size.Y/2, 0)
	
	local mouseHit = Mouse.Hit
	
	local mouseHitRelative = Plot.CFrame:ToObjectSpace(mouseHit) + objectOffset
	
	local mouseHitRelativeSnapped = CFrame.new( SnapToGrid(mouseHitRelative.p))
	
	local mouseHitWorldSnapped = Plot.CFrame * mouseHitRelativeSnapped
	
	return mouseHitWorldSnapped
end

local function updateModelPlacement()
	if Plot and (not Plot:IsDescendantOf(Object)) and Mouse.Target.Name == plotName then
		Object:SetPrimaryPartCFrame(GetMousePlacementCFrame(Plot, Object)*CFrame.Angles(0,math.rad(Rot),0))
		Object.PrimaryPart.Orientation = Vector3.new(0, Rot, 0)
	end
end
--TAKE THIS PART OUT FOR RELEASE
BuildMode = true



game:GetService("UserInputService").InputBegan:Connect(function(input, GPE)
	if input.KeyCode == Enum.KeyCode.R and Placing == true and CanPlace == true then
		Rot = Rot + 45
		Object:SetPrimaryPartCFrame(Object.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(Rot), 0))
	end
end)

RunService.RenderStepped:Connect(function()
	Mouse.TargetFilter = Object
	if Placing == true and CanPlace == true and not CanStart then
		Plot.Texture.Transparency = 0
		updateModelPlacement()
	end
end)

Mouse.Button1Down:Connect(Place)

Consider searching your question before posting. It’s already been answered. By searching you will also find plenty of guides on how to do this.

It simply takes a number and two values - a minimum and maximum. If the number is between the minimum and maximum, it just returns the number. Otherwise, if it’s below the minimum, it’ll return the minimum, or if it’s above the maximum it’ll return the maximum.

6 Likes

Use this to get an idea of how clamping works in your situation.

To quote @tlr22:

It takes 3 values. X, min and max. If X is in the range between min and max it returns X. If X is lower than min it returns min and if X is higher than max it returns max. This can be useful for tons of applications, but a good example would be constraining rotation on an axis. If you want a player to control the rotation of a brick on the Y axis but only in a 90 degree window you could clamp it’s total rotation.