Class reference
GridMap
Inherits Node3D
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. Note: GridMap doesn't extend VisualInstance3D and therefore can't be hidden or cull masked based on VisualInstance3D.layers. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.
Properties
bool bake_navigation = false
bool bake_navigation = falseIf true, this GridMap creates a navigation region for each cell that uses a mesh_library item with a navigation mesh. The created navigation region will use the navigation layers bitmask assigned to the MeshLibrary's item.
bool cell_center_x = true
bool cell_center_x = trueIf true, grid items are centered on the X axis.
bool cell_center_y = true
bool cell_center_y = trueIf true, grid items are centered on the Y axis.
bool cell_center_z = true
bool cell_center_z = trueIf true, grid items are centered on the Z axis.
int cell_octant_size = 8
int cell_octant_size = 8The size of each octant measured in number of cells. This applies to all three axis.
float cell_scale = 1.0
float cell_scale = 1.0The 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 = Vector3(2, 2, 2)
Vector3 cell_size = Vector3(2, 2, 2)The dimensions of the grid's cells. This does not affect the size of the meshes. See cell_scale.
int collision_layer = 1
int collision_layer = 1The 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 = 1
int collision_mask = 1The physics layers this GridMap detects collisions in. See Collision layers and masks in the documentation for more information.
float collision_priority = 1.0
float collision_priority = 1.0The 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.
MeshLibrary mesh_library
MeshLibrary mesh_libraryThe assigned MeshLibrary.
PhysicsMaterial physics_material
PhysicsMaterial physics_materialOverrides the default friction and bounce physics properties for the whole GridMap.
Methods
void clear()
Clear all cells.
void clear_baked_meshes()
Clears all baked meshes. See make_baked_meshes().
RID get_bake_mesh_instance(int idx)
RID get_bake_mesh_instance(int idx)Returns RID of a baked mesh with the given idx.
Array get_bake_meshes()
Array get_bake_meshes()Returns an array of ArrayMeshes and Transform3D references of all bake meshes that exist within the current GridMap. Even indices contain ArrayMeshes, while odd indices contain Transform3Ds that are always equal to Transform3D.IDENTITY. This method relies on the output of make_baked_meshes(), which will be called with gen_lightmap_uv set to true and lightmap_uv_texel_size set to 0.1 if it hasn't been called yet.
Basis get_basis_with_orthogonal_index(int index) const
Basis get_basis_with_orthogonal_index(int index) constReturns 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 Redot source code.
int get_cell_item(Vector3i position) const
int get_cell_item(Vector3i position) constThe MeshLibrary item index located at the given grid coordinates. If the cell is empty, INVALID_CELL_ITEM will be returned.
Basis get_cell_item_basis(Vector3i position) const
Basis get_cell_item_basis(Vector3i position) constReturns the basis that gives the specified cell its orientation.
int get_cell_item_orientation(Vector3i position) const
int get_cell_item_orientation(Vector3i position) constThe orientation of the cell at the given grid coordinates. -1 is returned if the cell is empty.
bool get_collision_layer_value(int layer_number) const
bool get_collision_layer_value(int layer_number) constReturns whether or not the specified layer of the collision_layer is enabled, given a layer_number between 1 and 32.
bool get_collision_mask_value(int layer_number) const
bool get_collision_mask_value(int layer_number) constReturns whether or not the specified layer of the collision_mask is enabled, given a layer_number between 1 and 32.
Array get_meshes() const
Array get_meshes() constReturns an array of Transform3D and Mesh references corresponding to the non-empty cells in the grid. The transforms are specified in local space. Even indices contain Transform3Ds, while odd indices contain Meshes related to the Transform3D in the index preceding it.
RID get_navigation_map() const
RID get_navigation_map() constReturns the RID 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.
int get_orthogonal_index_from_basis(Basis basis) const
int get_orthogonal_index_from_basis(Basis basis) constThis 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 Redot source code.
Vector3i[] get_used_cells() const
Returns an array of Vector3 with the non-empty cell coordinates in the grid map.
Vector3i[] get_used_cells_by_item(int item) const
int item) constReturns an array of all cells with the given item index specified in item.
Vector3i local_to_map(Vector3 local_position) const
Vector3i local_to_map(Vector3 local_position) constReturns the map coordinates of the cell containing the given local_position. If local_position is in global coordinates, consider using Node3D.to_local() before passing it to this method. See also map_to_local().
void make_baked_meshes(bool gen_lightmap_uv = false, float lightmap_uv_texel_size = 0.1)
bool gen_lightmap_uv = false, float lightmap_uv_texel_size = 0.1)Generates a baked mesh that represents all meshes in the assigned MeshLibrary for use with LightmapGI. If gen_lightmap_uv is true, UV2 data will be generated for each mesh currently used in the GridMap. Otherwise, only meshes that already have UV2 data present will be able to use baked lightmaps. When generating UV2, lightmap_uv_texel_size controls the texel density for lightmaps, with lower values resulting in more detailed lightmaps. lightmap_uv_texel_size is ignored if gen_lightmap_uv is false. See also get_bake_meshes(), which relies on the output of this method. Note: Calling this method will not actually bake lightmaps, as lightmap baking is performed using the LightmapGI node.
Vector3 map_to_local(Vector3i map_position) const
Vector3 map_to_local(Vector3i map_position) constReturns the position of a grid cell in the GridMap's local coordinate space. The returned position, for each axis, is either cell center or the cell edge closer to negative infinity, based on the values of cell_center_x, cell_center_y, cell_center_z. To convert the returned value into global coordinates, use Node3D.to_global(). See also local_to_map().
# All examples for: cell_size = Vector3(2.0, 3.0, 4.0)
# cell_center_x = true, cell_center_y = true, cell_center_z = true
map_to_local(Vector3i(0, 0, 0)) # Returns Vector3(1.0, 1.5, 2.0)
# cell_center_x = false, cell_center_y = false, cell_center_z = false
map_to_local(Vector3i(0, 0, 0)) # Returns Vector3(0.0, 0.0, 0.0)
# cell_center_x = true, cell_center_y = false, cell_center_z = true
map_to_local(Vector3i(0, 0, 0)) # Returns Vector3(1.0, 0.0, 2.0)
void resource_changed(Resource resource)
Resource resource)Use Resource.changed instead.
This method does nothing.
void set_cell_item(Vector3i position, int item, int orientation = 0)
Vector3i position, int item, int orientation = 0)Sets the mesh index for the cell referenced by its grid 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 get_orthogonal_index_from_basis().
void set_collision_layer_value(int layer_number, bool value)
int layer_number, bool value)Based on value, enables or disables the specified layer in the collision_layer, given a layer_number between 1 and 32.
void set_collision_mask_value(int layer_number, bool value)
int layer_number, bool value)Based on value, enables or disables the specified layer in the collision_mask, given a layer_number between 1 and 32.
void set_navigation_map(RID navigation_map)
RID navigation_map)Sets the RID of the navigation map this GridMap node should use for its cell baked navigation meshes.
Signals
cell_size_changed(Vector3 cell_size)
Vector3 cell_size)Emitted when cell_size changes.
changed()
Emitted when the MeshLibrary of this GridMap 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()).