Types/BoundingBox: Difference between revisions

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(Add note on orientation)
Tag: Reverted
(Any orientation set on the collision box in the prototype is ignored when creating a vehicle from it (Entity::setupBoundingBox ignores it). Leaving it as "seem" cause collision + selection boxes arent the only place where boundingboxes are used.)
Tag: Undo
Line 4: Line 4:
     {{-0.4, -0.4}, {0.4, 0.4}}
     {{-0.4, -0.4}, {0.4, 0.4}}


The first position is assumed to be leftTop, the second position is assumed to be rightBottom. A third member may be added, a [[Types/float]] that represents the orientation. The orientation is only used for entities that can rotate at non-90 degree angles like [[Vehicle|vehicles]].
The first position is assumed to be leftTop, the second position is assumed to be rightBottom. A third member may be added, a [[Types/float]] that represents the orientation, however it does not seem to be used.


Positive x goes towards east, positive y goes towards south. This means that the upper-left point is the least dimension in x and y, and lower-right is the greatest.
Positive x goes towards east, positive y goes towards south. This means that the upper-left point is the least dimension in x and y, and lower-right is the greatest.

Revision as of 10:19, 2 May 2023

BoundingBox is set of two Types/Position. BoundingBoxes are typically centered around the position of an entity.

It is specified like this:

   {{-0.4, -0.4}, {0.4, 0.4}}

The first position is assumed to be leftTop, the second position is assumed to be rightBottom. A third member may be added, a Types/float that represents the orientation, however it does not seem to be used.

Positive x goes towards east, positive y goes towards south. This means that the upper-left point is the least dimension in x and y, and lower-right is the greatest.