AUTO-GENERATED FILE — DO NOT EDIT MANUALLY
Source: placement/manager/components/mapper/polygon_tile_mapper.gd
Version: 5.0
class_name: PolygonTileMapper
Signals
(none)
Exports
(none)
Methods
print_diagnostics -> voidcompute_tile_offsets(polygon_node: CollisionPolygon2D, map: TileMapLayer) -> Array- Early validation
compute_tile_offsets_with_positioner(polygon_node: CollisionPolygon2D, map: TileMapLayer, positioner: Node2D) -> Array- Early validation
_compute_tile_offsets_internal(polygon_node: CollisionPolygon2D, map: TileMapLayer, center_tile: Vector2i) -> Array- Guard that the TileSet actually exposes the tile_shape property. Use get_property_list to be robust
_apply_minimal_processing(offsets: Array, world_points: PackedVector2Array, center_tile: Vector2i, map: TileMapLayer, tile_size: Vector2, polygon_node: CollisionPolygon2D) -> Arrayprocess_polygon_with_diagnostics(polygon_node: CollisionPolygon2D, map: TileMapLayer) -> ProcessingResult- Early validation
_apply_trapezoid_expansion(offsets: Array, world_points: PackedVector2Array, tile_size: Vector2, center_tile: Vector2i) -> Dictionary_prune_concave_fringe(world_points: PackedVector2Array, offsets: Array, center_tile: Vector2i, tile_size: Vector2) -> Array_filter_by_area_overlap(offsets: Array, world_points: PackedVector2Array, center_tile: Vector2i, map: TileMapLayer, tile_size: Vector2, is_convex: bool, did_expand: bool, thresholds: AreaThresholds) -> Array_apply_axis_aligned_boundary_exclusion(filtered: Array, world_points: PackedVector2Array, center_tile: Vector2i, map: TileMapLayer, tile_size: Vector2, is_convex: bool) -> Array_analyze_offset_pattern(offsets: Array) -> Dictionary_validate_expansion_candidates(candidates: Array, world_points: PackedVector2Array, tile_size: Vector2, center_tile: Vector2i) -> Array_expansion_adds_new_tiles(original: Array, expanded: Array) -> bool_determine_area_threshold(is_convex: bool, did_expand: bool, thresholds: AreaThresholds) -> float_compute_tile_rect(abs_tile: Vector2i, map: TileMapLayer, tile_size: Vector2) -> Rect2_transform_polygon_world(polygon_node: CollisionPolygon2D) -> PackedVector2Arrayget_polygon_tile_overlap_area(polygon: PackedVector2Array, rect: Rect2) -> float_compute_polygon_bounds(polygon: PackedVector2Array) -> Rect2_clip_polygon_to_rect(polygon: PackedVector2Array, rect: Rect2) -> PackedVector2Array_point_inside_boundary(point: Vector2, boundary: Dictionary) -> bool_compute_intersection(a: Vector2, b: Vector2, boundary: Dictionary) -> Vector2_compute_polygon_area(polygon: PackedVector2Array) -> float