Inherits: Spatial < Node < Object
Node for 3D tile-based maps.
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.
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 |
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 |
Emitted when cell_size changes.
Default | true |
Setter | set_center_x(value) |
Getter | get_center_x() |
If true
, grid items are centered on the X axis.
Default | true |
Setter | set_center_y(value) |
Getter | get_center_y() |
If true
, grid items are centered on the Y axis.
Default | true |
Setter | set_center_z(value) |
Getter | get_center_z() |
If true
, grid items are centered on the Z axis.
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.
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.
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.
Clear all cells.
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.
The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is returned if the cell is empty.
Returns an individual bit on the collision_layer.
Returns an individual bit on the collision_mask.
Returns an array of Transform and Mesh references corresponding to the non-empty cells in the grid. The transforms are specified in world space.
Returns an array of Vector3 with the non-empty cell coordinates in the grid map.
Returns the position of a grid cell in the GridMap's local coordinate space.
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.
Sets an individual bit on the collision_layer.
Sets an individual bit on the collision_mask.
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