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This repository was archived by the owner on Jun 6, 2025. It is now read-only.
This repository was archived by the owner on Jun 6, 2025. It is now read-only.

Bounding Box Functions do not respect Orientation #62

@Caleb-Wishart

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@Caleb-Wishart

Was going to use flib bounding box function to do some transformations for a mod I am working on when I noticed that they do not preserve orientation.

With flib_bounding_box.ceil(box) for example:

local area = {
      left_top = { x = 0.5, y = 0.5 },
      right_bottom = { x = 0.5, y = 0.5},
      orientation = 0.1,
    }
game.print(flib_bounding_box.ceil(area))

will result in
{ left_top = { x = 0, y = 0 }, right_bottom = { x = 1, y = 1}, }

Proposed solution for Ceil.

function flib_bounding_box.ceil(box)
  if box.left_top then
    return {
      left_top = { x = math.floor(box.left_top.x), y = math.floor(box.left_top.y) },
      right_bottom = { x = math.ceil(box.right_bottom.x), y = math.ceil(box.right_bottom.y) },
      orientation = box.orientation,
    }
  else
    return {
      { math.floor(box[1][1]), math.floor(box[1][2]) },
      { math.ceil(box[2][1]), math.ceil(box[2][2]) },
    }
  end
end

I haven't looked at a solution for the other functions yet as I wanted to see if this is something that would be accepted as a PR or if not preserving the orientation was an intention design choice because it seems like a lot of functions don't properly use orientation and can be confusing as to what ceil would actually mean when applied to a rotated object's coordinate system.

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