GridMap

Inherits: Spatial < Node < Object

Category: Core

Brief Description

Node for 3D tile-based maps.

Member Functions

void clear ( )
void clear_baked_meshes ( )
RID get_bake_mesh_instance ( int idx )
Array get_bake_meshes ( )
int get_cell_item ( int x, int y, int z ) const
int get_cell_item_orientation ( int x, int y, int z ) const
bool get_collision_layer_bit ( int bit ) const
bool get_collision_mask_bit ( int bit ) const
Array get_meshes ( )
Array get_used_cells ( ) const
void make_baked_meshes ( bool gen_lightmap_uv=false, float lightmap_uv_texel_size=0.1 )
Vector3 map_to_world ( int x, int y, int z ) const
void resource_changed ( Resource resource )
void set_cell_item ( int x, int y, int z, int item, int orientation=0 )
void set_clip ( bool enabled, bool clipabove=true, int floor=0, int axis=0 )
void set_collision_layer_bit ( int bit, bool value )
void set_collision_mask_bit ( int bit, bool value )
Vector3 world_to_map ( Vector3 pos ) const

Member Variables

  • bool cell_center_x - If true grid items are centered on the X axis.
  • bool cell_center_y - If true grid items are centered on the Y axis.
  • bool cell_center_z - If true grid items are centered on the Z axis.
  • int cell_octant_size - The size of each octant measured in number of cells. This applies to all three axis.
  • float cell_scale
  • Vector3 cell_size - The dimensions of the grid’s cells.
  • int collision_layer
  • int collision_mask
  • MeshLibrary theme - The assigned MeshLibrary.

Numeric Constants

  • INVALID_CELL_ITEM = -1 — Invalid cell item that can be used in set_cell_item to clear cells (or represent an empty cell in get_cell_item).

Description

GridMap lets you place meshes on a grid interactively. It works both from the editor and can help you create in-game level editors.

GridMaps use a MeshLibrary which contain a list of tiles: meshes with materials plus optional collisions and extra elements.

A GridMap contains a collection of cells. Each grid cell refers to a MeshLibrary item. All cells in the map have the same dimensions.

A GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells.

Member Function Description

  • void clear ( )

Clear all cells.

  • void clear_baked_meshes ( )
  • RID get_bake_mesh_instance ( int idx )
  • Array get_bake_meshes ( )

The MeshLibrary item index located at the grid-based X, Y and Z coordinates. If the cell is empty, INVALID_CELL_ITEM will be returned.

  • int get_cell_item_orientation ( int x, int y, int z ) const

The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is retuned if the cell is empty.

  • bool get_collision_layer_bit ( int bit ) const
  • bool get_collision_mask_bit ( int bit ) const

Array of Transform and Mesh references corresponding to the non empty cells in the grid. The transforms are specified in world space.

  • Array get_used_cells ( ) const

Array of Vector3 with the non empty cell coordinates in the grid map.

  • void make_baked_meshes ( bool gen_lightmap_uv=false, float lightmap_uv_texel_size=0.1 )
  • void resource_changed ( Resource resource )

Set the mesh index for the cell referenced by its grid-based X, Y and Z coordinates.

A negative item index will clear the cell.

Optionally, the item’s orientation can be passed.

  • void set_clip ( bool enabled, bool clipabove=true, int floor=0, int axis=0 )
  • void set_collision_layer_bit ( int bit, bool value )
  • void set_collision_mask_bit ( int bit, bool value )