GridMap
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 aMeshLibrary 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 theMeshLibrary. 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 extendVisualInstance3D and therefore can't be hidden or cull masked based onVisualInstance3D.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
clear() | |
get_cell_item(position:Vector3i)const | |
get_cell_item_basis(position:Vector3i)const | |
get_cell_item_orientation(position:Vector3i)const | |
get_collision_layer_value(layer_number:int)const | |
get_collision_mask_value(layer_number:int)const | |
local_to_map(local_position:Vector3)const | |
make_baked_meshes(gen_lightmap_uv:bool = false, lightmap_uv_texel_size:float = 0.1) | |
map_to_local(map_position:Vector3i)const | |
resource_changed(resource:Resource) | |
set_cell_item(position:Vector3i, item:int, orientation:int = 0) | |
set_collision_layer_value(layer_number:int, value:bool) | |
set_collision_mask_value(layer_number:int, value:bool) | |
set_navigation_map(navigation_map:RID) |
Signals
cell_size_changed(cell_size:Vector3)🔗
Emitted whencell_size changes.
changed()🔗
Emitted when theMeshLibrary of this GridMap changes.
Constants
INVALID_CELL_ITEM =-1
🔗
Invalid cell item that can be used inset_cell_item() to clear cells (or represent an empty cell inget_cell_item()).
Property Descriptions
boolis_baking_navigation()
Iftrue
, this GridMap creates a navigation region for each cell that uses amesh_library item with a navigation mesh. The created navigation region will use the navigation layers bitmask assigned to theMeshLibrary's item.
boolget_center_x()
Iftrue
, grid items are centered on the X axis.
boolget_center_y()
Iftrue
, grid items are centered on the Y axis.
boolget_center_z()
Iftrue
, grid items are centered on the Z axis.
intget_octant_size()
The size of each octant measured in number of cells. This applies to all three axis.
floatget_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.
Vector3cell_size =Vector3(2,2,2)
🔗
Vector3get_cell_size()
The dimensions of the grid's cells.
This does not affect the size of the meshes. Seecell_scale.
intget_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.
intget_collision_mask()
The physics layers this GridMap detects collisions in. SeeCollision layers and masks in the documentation for more information.
floatget_collision_priority()
The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
MeshLibrarymesh_library🔗
MeshLibraryget_mesh_library()
The assignedMeshLibrary.
PhysicsMaterialphysics_material🔗
PhysicsMaterialget_physics_material()
Overrides the default friction and bounce physics properties for the wholeGridMap.
Method Descriptions
Clear all cells.
Clears all baked meshes. Seemake_baked_meshes().
RIDget_bake_mesh_instance(idx:int)🔗
ReturnsRID of a baked mesh with the givenidx
.
Returns an array ofArrayMeshes andTransform3D references of all bake meshes that exist within the current GridMap.
Basisget_basis_with_orthogonal_index(index:int)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.
intget_cell_item(position:Vector3i)const🔗
TheMeshLibrary item index located at the given grid coordinates. If the cell is empty,INVALID_CELL_ITEM will be returned.
Basisget_cell_item_basis(position:Vector3i)const🔗
Returns the basis that gives the specified cell its orientation.
intget_cell_item_orientation(position:Vector3i)const🔗
The orientation of the cell at the given grid coordinates.-1
is returned if the cell is empty.
boolget_collision_layer_value(layer_number:int)const🔗
Returns whether or not the specified layer of thecollision_layer is enabled, given alayer_number
between 1 and 32.
boolget_collision_mask_value(layer_number:int)const🔗
Returns whether or not the specified layer of thecollision_mask is enabled, given alayer_number
between 1 and 32.
Returns an array ofTransform3D andMesh references corresponding to the non-empty cells in the grid. The transforms are specified in local space.
Returns theRID 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.
intget_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.
Array[Vector3i]get_used_cells()const🔗
Returns an array ofVector3 with the non-empty cell coordinates in the grid map.
Array[Vector3i]get_used_cells_by_item(item:int)const🔗
Returns an array of all cells with the given item index specified initem
.
Vector3ilocal_to_map(local_position:Vector3)const🔗
Returns the map coordinates of the cell containing the givenlocal_position
. Iflocal_position
is in global coordinates, consider usingNode3D.to_local() before passing it to this method. See alsomap_to_local().
voidmake_baked_meshes(gen_lightmap_uv:bool = false, lightmap_uv_texel_size:float = 0.1)🔗
Bakes lightmap data for all meshes in the assignedMeshLibrary.
Vector3map_to_local(map_position:Vector3i)const🔗
Returns the position of a grid cell in the GridMap's local coordinate space. To convert the returned value into global coordinates, useNode3D.to_global(). See alsolocal_to_map().
voidresource_changed(resource:Resource)🔗
Deprecated: UseResource.changed instead.
This method does nothing.
voidset_cell_item(position:Vector3i, item:int, orientation:int = 0)🔗
Sets the mesh index for the cell referenced by its grid coordinates.
A negative item index such asINVALID_CELL_ITEM will clear the cell.
Optionally, the item's orientation can be passed. For valid orientation values, seeget_orthogonal_index_from_basis().
voidset_collision_layer_value(layer_number:int, value:bool)🔗
Based onvalue
, enables or disables the specified layer in thecollision_layer, given alayer_number
between 1 and 32.
voidset_collision_mask_value(layer_number:int, value:bool)🔗
Based onvalue
, enables or disables the specified layer in thecollision_mask, given alayer_number
between 1 and 32.
voidset_navigation_map(navigation_map:RID)🔗
Sets theRID of the navigation map this GridMap node should use for its cell baked navigation meshes.