GridMap

Inherits: Spatial < Node < Object

Category: Core

Brief Description

Node for 3D tile-based maps.

Properties

boolcell_center_x
boolcell_center_y
boolcell_center_z
intcell_octant_size
floatcell_scale
Vector3cell_size
intcollision_layer
intcollision_mask
MeshLibrarymesh_library
MeshLibrarytheme

Methods

voidclear ( )
voidclear_baked_meshes ( )
RIDget_bake_mesh_instance ( int idx )
Arrayget_bake_meshes ( )
intget_cell_item ( int x, int y, int z ) const
intget_cell_item_orientation ( int x, int y, int z ) const
boolget_collision_layer_bit ( int bit ) const
boolget_collision_mask_bit ( int bit ) const
Arrayget_meshes ( )
Arrayget_used_cells ( ) const
voidmake_baked_meshes ( bool gen_lightmap_uv=false, float lightmap_uv_texel_size=0.1 )
Vector3map_to_world ( int x, int y, int z ) const
voidresource_changed ( Resource resource )
voidset_cell_item ( int x, int y, int z, int item, int orientation=0 )
voidset_clip ( bool enabled, bool clipabove=true, int floor=0, Vector3.Axis axis=0 )
voidset_collision_layer_bit ( int bit, bool value )
voidset_collision_mask_bit ( int bit, bool value )
Vector3world_to_map ( Vector3 pos ) const

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).

Description

GridMap lets you place meshes on a grid interactively. It works both from the editor and can help you create in-game level editors.

GridMaps use a MeshLibrary which contain a list of tiles: meshes with materials plus optional collisions and extra elements.

A GridMap contains a collection of cells. Each grid cell refers to a MeshLibrary item. All cells in the map have the same dimensions.

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

Property Descriptions

Setterset_center_x(value)
Getterget_center_x()

If true, grid items are centered on the X axis.


Setterset_center_y(value)
Getterget_center_y()

If true, grid items are centered on the Y axis.


Setterset_center_z(value)
Getterget_center_z()

If true, grid items are centered on the Z axis.


  • int cell_octant_size
Setterset_octant_size(value)
Getterget_octant_size()

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


Setterset_cell_scale(value)
Getterget_cell_scale()

Setterset_cell_size(value)
Getterget_cell_size()

The dimensions of the grid’s cells.


  • int collision_layer
Setterset_collision_layer(value)
Getterget_collision_layer()

  • int collision_mask
Setterset_collision_mask(value)
Getterget_collision_mask()

Setterset_mesh_library(value)
Getterget_mesh_library()

The assigned MeshLibrary.


Setterset_theme(value)
Getterget_theme()

Deprecated, use mesh_library instead.

Method Descriptions

  • void clear ( )

Clear all cells.


  • void clear_baked_meshes ( )

  • RID get_bake_mesh_instance ( int idx )

  • Array get_bake_meshes ( )

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

  • bool get_collision_mask_bit ( int bit ) const

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

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 )


  • void resource_changed ( Resource resource )

Set the mesh index for the cell referenced by its grid-based X, Y and Z coordinates.

A negative item index will clear the cell.

Optionally, the item’s orientation can be passed.


  • 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 )