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/Godot 3.2

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