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Copy file name to clipboardexpand all lines: doc/classes/TileMapLayer.xml
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<returntype="Vector2i" />
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<paramindex="0"name="body"type="RID" />
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<description>
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Returns the coordinates of the tile 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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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.
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].
The [TileMapLayer]'s 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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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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The quadrant size does not apply on a Y-sorted [TileMapLayer], as tiles are grouped by Y position instead in that case.
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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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