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

bool

bake_navigation

false

bool

cell_center_x

true

bool

cell_center_y

true

bool

cell_center_z

true

int

cell_octant_size

8

float

cell_scale

1.0

Vector3

cell_size

Vector3(2, 2, 2)

int

collision_layer

1

int

collision_mask

1

MeshLibrary

mesh_library

int

navigation_layers

1

PhysicsMaterial

physics_material

Methods

void

clear ( )

void

clear_baked_meshes ( )

RID

get_bake_mesh_instance ( int idx )

Array

get_bake_meshes ( )

Basis

get_basis_with_orthogonal_index ( int index ) const

int

get_cell_item ( Vector3i position ) const

Basis

get_cell_item_basis ( Vector3i position ) const

int

get_cell_item_orientation ( Vector3i position ) const

bool

get_collision_layer_value ( int layer_number ) const

bool

get_collision_mask_value ( int layer_number ) const

Array

get_meshes ( ) const

bool

get_navigation_layer_value ( int layer_number ) const

RID

get_navigation_map ( ) const

int

get_orthogonal_index_from_basis ( Basis basis ) const

Vector3i[]

get_used_cells ( ) const

Vector3i[]

get_used_cells_by_item ( int item ) const

Vector3i

local_to_map ( Vector3 local_position ) const

void

make_baked_meshes ( bool gen_lightmap_uv=false, float lightmap_uv_texel_size=0.1 )

Vector3

map_to_local ( Vector3i map_position ) const

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 )

void

set_navigation_layer_value ( int layer_number, bool value )

void

set_navigation_map ( RID navigation_map )

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

  • bool bake_navigation

Default

false

Setter

set_bake_navigation(value)

Getter

is_baking_navigation()

If true, this GridMap bakes a navigation region.


  • bool cell_center_x

Default

true

Setter

set_center_x(value)

Getter

get_center_x()

If true, grid items are centered on the X axis.


  • bool cell_center_y

Default

true

Setter

set_center_y(value)

Getter

get_center_y()

If true, grid items are centered on the Y axis.


  • bool cell_center_z

Default

true

Setter

set_center_z(value)

Getter

get_center_z()

If true, grid items are centered on the Z axis.


  • int cell_octant_size

Default

8

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.


Default

1.0

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.


Default

Vector3(2, 2, 2)

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

1

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

1

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.


Setter

set_mesh_library(value)

Getter

get_mesh_library()

The assigned MeshLibrary.


  • int navigation_layers

Default

1

Setter

set_navigation_layers(value)

Getter

get_navigation_layers()

A bitmask determining all navigation layers the GridMap generated navigation regions belong to. These navigation layers can be checked upon when requesting a path with NavigationServer3D.map_get_path.


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 ( )


  • RID get_bake_mesh_instance ( int idx )


  • Array get_bake_meshes ( )

Returns an array of ArrayMeshes and Transform3D references of all bake meshes that exist within the current GridMap.


  • Basis get_basis_with_orthogonal_index ( int index ) const

Returns one of 24 possible rotations that lie along the vectors (x,y,z) with each component being either -1, 0, or 1. For further details, refer to the Godot source code.


The MeshLibrary item index located at the given grid coordinates. If the cell is empty, INVALID_CELL_ITEM will be returned.


Returns the basis that gives the specificed cell its orientation.


  • int get_cell_item_orientation ( Vector3i position ) const

The orientation of the cell at the given grid coordinates. -1 is returned if the cell is empty.


  • bool get_collision_layer_value ( int layer_number ) const

Returns whether or not the specified layer of the collision_layer is enabled, given a layer_number between 1 and 32.


  • bool get_collision_mask_value ( int layer_number ) const

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 local space.


  • bool get_navigation_layer_value ( int layer_number ) const

Returns whether or not the specified layer of the navigation_layers bitmask is enabled, given a layer_number between 1 and 32.


  • RID get_navigation_map ( ) const

Returns the RID of the navigation map this GridMap node uses for its cell baked navigation meshes.

This function returns always the map set on the GridMap node and not the map on the NavigationServer. If the map is changed directly with the NavigationServer API the GridMap node will not be aware of the map change.


  • int get_orthogonal_index_from_basis ( Basis basis ) const

This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index (in the range from 0 to 23) of the point best representing the orientation of the object. For further details, refer to the Godot source code.


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 map coordinates of the cell containing the given local_position. If local_position is in global coordinates, consider using Node3D.to_local before passing it to this method. See also map_to_local.


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


Returns the position of a grid cell in the GridMap's local coordinate space. To convert the returned value into global coordinates, use Node3D.to_global. See also map_to_local.


  • void resource_changed ( Resource resource )


  • void set_cell_item ( Vector3i position, int item, int orientation=0 )

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 get_orthogonal_index_from_basis.


  • void set_collision_layer_value ( int layer_number, bool value )

Based on value, enables or disables the specified layer in the collision_layer, given a layer_number between 1 and 32.


  • void set_collision_mask_value ( int layer_number, bool value )

Based on value, enables or disables the specified layer in the collision_mask, given a layer_number between 1 and 32.


  • void set_navigation_layer_value ( int layer_number, bool value )

Based on value, enables or disables the specified layer in the navigation_layers bitmask, given a layer_number between 1 and 32.


  • void set_navigation_map ( RID navigation_map )

Sets the RID of the navigation map this GridMap node should use for its cell baked navigation meshes.