GridMap¶
Inherits: Node3D < Node < Object
Node for 3D tile-based maps.
Description¶
GridMap lets you place meshes on a grid interactively. It works both from the editor and from scripts, which can help you create in-game level editors.
GridMaps use a MeshLibrary which contains a list of tiles. Each tile is a mesh with materials plus optional collision and navigation shapes.
A GridMap contains a collection of cells. Each grid cell refers to a tile in the MeshLibrary. All cells in the map have the same dimensions.
Internally, 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.
Note: GridMap doesn't extend VisualInstance3D and therefore can't be hidden or cull masked based on VisualInstance3D.layers. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.
Tutorials¶
Properties¶
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Methods¶
void |
clear ( ) |
void |
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get_bake_mesh_instance ( int idx ) |
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get_bake_meshes ( ) |
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get_cell_item ( Vector3i position ) const |
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get_cell_item_orientation ( Vector3i position ) const |
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get_collision_layer_value ( int layer_number ) const |
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get_collision_mask_value ( int layer_number ) const |
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get_meshes ( ) const |
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get_used_cells ( ) const |
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get_used_cells_by_item ( int item ) const |
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void |
make_baked_meshes ( bool gen_lightmap_uv=false, float lightmap_uv_texel_size=0.1 ) |
map_to_world ( Vector3i map_position ) const |
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void |
resource_changed ( Resource resource ) |
void |
set_cell_item ( Vector3i position, int item, int orientation=0 ) |
void |
set_collision_layer_value ( int layer_number, bool value ) |
void |
set_collision_mask_value ( int layer_number, bool value ) |
world_to_map ( Vector3 world_position ) const |
Signals¶
cell_size_changed ( Vector3 cell_size )
Emitted when cell_size changes.
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).
Property Descriptions¶
Default |
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Setter |
set_bake_navigation(value) |
Getter |
is_baking_navigation() |
If true
, this GridMap bakes a navigation region.
bool cell_center_x
Default |
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Setter |
set_center_x(value) |
Getter |
get_center_x() |
If true
, grid items are centered on the X axis.
bool cell_center_y
Default |
|
Setter |
set_center_y(value) |
Getter |
get_center_y() |
If true
, grid items are centered on the Y axis.
bool cell_center_z
Default |
|
Setter |
set_center_z(value) |
Getter |
get_center_z() |
If true
, grid items are centered on the Z axis.
int cell_octant_size
Default |
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Setter |
set_octant_size(value) |
Getter |
get_octant_size() |
The size of each octant measured in number of cells. This applies to all three axis.
float cell_scale
Default |
|
Setter |
set_cell_scale(value) |
Getter |
get_cell_scale() |
The scale of the cell items.
This does not affect the size of the grid cells themselves, only the items in them. This can be used to make cell items overlap their neighbors.
Vector3 cell_size
Default |
|
Setter |
set_cell_size(value) |
Getter |
get_cell_size() |
The dimensions of the grid's cells.
This does not affect the size of the meshes. See cell_scale.
int collision_layer
Default |
|
Setter |
set_collision_layer(value) |
Getter |
get_collision_layer() |
The physics layers this GridMap is in.
GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them.
int collision_mask
Default |
|
Setter |
set_collision_mask(value) |
Getter |
get_collision_mask() |
The physics layers this GridMap detects collisions in. See Collision layers and masks in the documentation for more information.
MeshLibrary mesh_library
Setter |
set_mesh_library(value) |
Getter |
get_mesh_library() |
The assigned MeshLibrary.
Default |
|
Setter |
set_navigation_layers(value) |
Getter |
get_navigation_layers() |
The navigation layers the GridMap generates its navigable regions in.
PhysicsMaterial physics_material
Setter |
set_physics_material(value) |
Getter |
get_physics_material() |
Overrides the default friction and bounce physics properties for the whole GridMap
.
Method Descriptions¶
void clear ( )
Clear all cells.
void clear_baked_meshes ( )
Array get_bake_meshes ( )
Returns an array of ArrayMeshes and Transform3D references of all bake meshes that exist within the current GridMap.
The MeshLibrary item index located at the given grid coordinates. If the cell is empty, INVALID_CELL_ITEM will be returned.
The orientation of the cell at the given grid coordinates. -1
is returned if the cell is empty.
Returns whether or not the specified layer of the collision_layer is enabled, given a layer_number
between 1 and 32.
Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number
between 1 and 32.
Array get_meshes ( ) const
Returns an array of Transform3D and Mesh references corresponding to the non-empty cells in the grid. The transforms are specified in world space.
Array get_used_cells ( ) const
Returns an array of Vector3 with the non-empty cell coordinates in the grid map.
Returns an array of all cells with the given item index specified in item
.
Returns the position of a grid cell in the GridMap's local coordinate space.
void resource_changed ( Resource resource )
Sets the mesh index for the cell referenced by its grid coordinates.
A negative item index such as INVALID_CELL_ITEM will clear the cell.
Optionally, the item's orientation can be passed. For valid orientation values, see Basis.get_orthogonal_index.
Based on value
, enables or disables the specified layer in the collision_layer, given a layer_number
between 1 and 32.
Based on value
, enables or disables the specified layer in the collision_mask, given a layer_number
between 1 and 32.
Returns the coordinates of the grid cell containing the given point.
pos
should be in the GridMap's local coordinate space.