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. MeshLibrary which contains a list of tiles. Each tile is a mesh with materials plus optional collision and navigation shapes. 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 VisualInstance and therefore can’t be hidden or cull masked based on VisualInstance.layers. If you make a light not affect the first layer, the whole GridMap won’t be lit by the light in question.

Tutorials

  • 使用 GridMap
  • 3D Platformer Demo
  • 3D Kinematic Character Demo

    Properties

    Methods

    Signals

  • cell_size_changed ( Vector3 cell_size ) 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 true, grid items are centered on the X axis.

  • bool cell_center_y true, grid items are centered on the Y axis.

  • bool cell_center_z true, grid items are centered on the Z axis.

  • int cell_octant_size The size of each octant measured in number of cells. This applies to all three axis.

  • float 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 The dimensions of the grid’s cells. cell_scale.

  • int 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 Collision layers and masks in the documentation for more information.

  • MeshLibrary mesh_library MeshLibrary.

  • bool use_in_baked_light BakedLightmap or not.

    Method Descriptions

  • clear ( ) Clear all cells.

- clear_baked_meshes ( )

- RID get_bake_mesh_instance ( int idx )

  • Array get_bake_meshes ( ) ArrayMeshes and Transform references of all bake meshes that exist within the current GridMap.

  • int get_cell_item ( int x, int y, int z ) const 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 collision_layer.

  • bool get_collision_mask_bit ( int bit ) const collision_mask.

  • Array get_meshes ( ) 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 Vector3 with the non-empty cell coordinates in the grid map.

- 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.

- resource_changed ( Resource resource )

  • 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. INVALID_CELL_ITEM will clear the cell. Basis.get_orthogonal_index.

- set_clip ( bool enabled, bool clipabove=true, int floor=0, Vector3.Axis axis=0 )

  • set_collision_layer_bit ( int bit, bool value ) collision_layer.

  • set_collision_mask_bit ( int bit, bool value ) 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.