GridMap
Inherits: Spatial < 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.
Tutorials
Properties
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 |
Methods
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, Vector3.Axis 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 |
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 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.
float cell_scale
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.
Vector3 cell_size
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.
MeshLibrary mesh_library
Setter | set_mesh_library(value) |
Getter | get_mesh_library() |
The assigned MeshLibrary.
Method Descriptions
void clear ( )
Clear all cells.
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
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 returned if the cell is empty.
bool get_collision_layer_bit ( int bit ) const
Returns an individual bit on the collision_layer.
bool get_collision_mask_bit ( int bit ) const
Returns an individual bit on the collision_mask.
Array get_meshes ( )
Returns an 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
Returns an 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 )
Vector3 map_to_world ( int x, int y, int z ) const
Returns the position of a grid cell in the GridMap's local coordinate space.
void resource_changed ( Resource resource )
void set_cell_item ( int x, int y, int z, int item, int orientation=0 )
Sets the mesh index for the cell referenced by its grid-based X, Y and Z 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.
void set_clip ( bool enabled, bool clipabove=true, int floor=0, Vector3.Axis axis=0 )
void set_collision_layer_bit ( int bit, bool value )
Sets an individual bit on the collision_layer.
void set_collision_mask_bit ( int bit, bool value )
Sets an individual bit on the collision_mask.
Vector3 world_to_map ( Vector3 pos ) const
Returns the coordinates of the grid cell containing the given point.
pos
should be in the GridMap's local coordinate space.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_gridmap.html