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Merge pull request #110575 from Calinou/doc-tilemaplayer-get-coords-for-body-rid
Document `TileMapLayer.get_coords_for_body_rid()` precision depending on quadrant size
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@@ -116,6 +116,7 @@
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<param index="0" name="body" type="RID" />
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<description>
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Returns the coordinates of the physics quadrant (see [member physics_quadrant_size]) for given physics body [RID]. Such an [RID] can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile.
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[b]Note:[/b] Higher values of [member physics_quadrant_size] will make this function less precise. To get the exact cell coordinates, you need to set [member physics_quadrant_size] to [code]1[/code], which disables physics chunking.
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</description>
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</method>
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<method name="get_navigation_map" qualifiers="const">
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@@ -314,7 +315,7 @@
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<member name="physics_quadrant_size" type="int" setter="set_physics_quadrant_size" getter="get_physics_quadrant_size" default="16">
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The [TileMapLayer]'s physics quadrant size. Within a physics quadrant, cells with similar physics properties are grouped together and their collision shapes get merged. [member physics_quadrant_size] defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together [code]16 * 16 = 256[/code] tiles.
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[b]Note:[/b] As quadrants are created according to the map's coordinate system, the quadrant's "square shape" might not look like square in the [TileMapLayer]'s local coordinate system.
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[b]Note:[/b] This impacts the value returned by [method get_coords_for_body_rid].
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[b]Note:[/b] This impacts the value returned by [method get_coords_for_body_rid]. Higher values will make that function less precise. To get the exact cell coordinates, you need to set [member physics_quadrant_size] to [code]1[/code], which disables physics chunking.
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</member>
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<member name="rendering_quadrant_size" type="int" setter="set_rendering_quadrant_size" getter="get_rendering_quadrant_size" default="16">
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The [TileMapLayer]'s rendering quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes. [member rendering_quadrant_size] defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together [code]16 * 16 = 256[/code] tiles.
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