The integer grid cell nearest world position (x, z) - the inverse of gridPoint3D.
Nearest-cell rounding, not an exact point-in-hexagon test for the hex shape: consistent
with rpg.Collision's own choice of simple axis sweeps over a full polygon solver, since
every tile a capsule actually stands on is far larger than the rounding error near an edge.
The integer grid cell nearest world position
(x, z)- the inverse ofgridPoint3D. Nearest-cell rounding, not an exact point-in-hexagon test for the hex shape: consistent withrpg.Collision's own choice of simple axis sweeps over a full polygon solver, since every tile a capsule actually stands on is far larger than the rounding error near an edge.